TODO List for the Initial release of Tremulous 1.3

Air resistance does not affect light velocity. Light particles can APPEAR to travel more slowly if they are moved around a lot by bouncing off other molecules but the speed of light is always constant, only the direction can change.

We do not have weaponised plasma tech IRL. The closest we get to harnessing plasma tech is capturing lightning which again is not affected by air resistance.

If you mean the bloby green plasma you see in scifi, I can only assume that is also as a result of harvesting electromagnetic waves.

Only physical weapons should be strongly affected by physics and we already see some examples of this, shotgun spread, rifle spray and chaingun recoil. These weapons already suffer inaccuracy at long distances.

Nor should we try to. While the physics engine should represent some similarity to the physics we experience on earth the physics engine should aim to be as fun as possible. (Remember tremulous maps take place across many planets, the physics would differ, attempting to make it “realistic” is kind of stupid). Additionally it should be easy to control, meaning when you intend to do something your in-game character reacts in such a way. Simplifying the physics engine prevents player frustration as what they expect to happen will always happen, they will tend to blame and reflect on their own mistakes rather than the restrictions of the game engine. Super meat Boy is a good example of this (difficult game but very fluid controls) and CSGO has a very basic physics engine which was probably coded in 2005.

This is definitely a better solution, should a bullet fire under the current proposed calculation a bullet can hit and do possibly 0 damage if it has been travelling long enough (on say epic) This is not how bullets work. Decreasing the velocity would be a more realistic approach, bullets would eventually fall to the ground and stop doing any damage. In either case I think this change is over complicated and unnecessary.

The point of this list is likely to prevent further misunderstandings. Players can see the exact progress for themselves. Sparky wasn’t maliciously lying but has perhaps underestimated the amount of time and work involved.

Too few developers and having to deal with persistent trolls and internet terrorists on our game servers.

I very much appreciate this list and I don’t understand why you haven’t said one good thing about it. It stops people “lying” about progress, it allows other people to get involved as they can see exactly what needs doing, and it allows us players to get excited/angry and debate these changes or features.

I will say that the only change I particularly care for that is green is the multi protocol support and OpenGL 2 Renderer.

11 posts were merged into an existing topic: [SWIRL] Drop damage over distance from ranged attacks

i can haz new human build system ?

holy shit, humans vs aliens vs those other aliens ! u must be talking about the Unvanquished, the 3rd race that actually never got implemented.

r u also going to reveal what new equipment humans will have ?

gay. ill-advized.

how about u address speed-spawning, speed-rearming, speed-reloading (by rearming), etc too ?

TODO: in 2018, switch to a physics engine that is going to be released that year.

what part of bullshit did u fail to not deliberately_ignore ?

as this requires (for balance considerations) analyzing the shit out of possible enchancements, this will need new, analytic personnel, because the current community is a big fucking pile of stupid and ignorant goatshit.

detailz !

detailz !

–uni–multiversal, maybe ?

wtshit r u trying to do ?

what ?

be sure to avoid infringing patents.

what ?

  • overkill damage
  • pwnage scale

like the one in Tremulous ?

that’s not miscellaneous…
or: the 2 instances of „multi-protocol support” should be moved in here as 1.

srsly, in 2016 ?

„start the fucking game and activate the fucking „tutorial” button !”

done. i am awesome.

don’t forget TLS (HTTPS).

WRONG. it has been said that Tremulous 1.3 would be „released” „S00N™”.

that’s a fact !

all of this has already been explained. however, to summarize:

there were no lies, only unrealistic estimations by inexperienced developers, and unforseen hinderances outside the reasonable control of the developers. yes, i would call 1.3 still not „close” to completion.

the answer is very simple, though perhaps not the one u would have liked to hear. because

  1. there is no LAW™_OF(R)_PHYSICS(C) that directly dictates that there should have been more progress; and
  2. through the twist of events governed by existing LAW™_OF(R)_PHYSICS(C), it happened that there was such an amount of progress.

it happens that there has been little community effort directed towards development. for example, u haven’t contributed any code. excessive griefing forced the team to reallocate attention away from developing. there were also ultra fucking big interferences by DICKBUTTs, such as

  • sending the most prominent developer away.
  • de-levelling him, preventing him from prevented a lot of griefing.
  • creating and enforcing retarded procedures regarding the reporting of griefers and use of logs.

u should (also) ignore that because it’s just a feature of the latest ioQ3, which merges into the latest version of Tremulous hosted on GitHub; also, anaglyph mode (for 3D-glasses), Opus codec support for VoIP, better client/server security, performance improvements, and a bunch of other features come from ioQ3. what u should not ignore is what can be described as the task to „adopt the latest version of Tremulous”, because it’s an important part of Tremulous 1.3.

this question part incorrectly assumes that one needs to see/use the latest in-house source code to develop features includable in Tremulous 1.3.

because this (the code, the community) is not ready yet. because of ppl like @enneract, ppl like u, etc.

by saying „REASONABLE™” instead of „reasonable”. xD

WROOOOONG !!!1!

at least as much as required to reach a releasable state (maybe 1.4 will be abandoned).

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This is it.

This is the future of Tremulous.

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for once i agree with devhc’s post.

‘there were no lies, only unrealistic estimations by inexperienced developers, and unforseen hinderances outside the reasonable control of the developers. yes, i would call 1.3 still not „close” to completion.’’

Grangerhub is being held back due to the lack of devs and most importantly the small amount of coding/physics knowledge playerbase wise, not just the devs in general. By the time Trem 1.3 is released (that is, IF IT IS) or is even a thing and no longer an idea, it would be considered outdated. This to-do list has SOON™ written all over it and honestly it does not look good. Unfortunately, by the time the devs figure out this whole Trem 1.3 thing was overthought, and would take a huge amount of time, their playerbase will be gone, and Trem would become a gem of its past.

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Spawn Camping protection

I agree

A much better alternative.

why must the community wait?

CORRECT!!!

Although the rest of your penis post is overly pestiferous and nit picky. Most of your questions can be easily answered by a quick google search or an appearance on the test server.

The tremulous community was actually saturated with experienced coders and that is why we have two current fork games being developed. (Development for those games is also insanely slow and still in TODO stages) Oh and they also have 0 players.

How about graphics card support? My desktop and laptop are both using NVIDIA, but have different model names, desktop is GeForce GT 220 & laptop is GeForce 840M(also have Intel HD Graphics 5500). But also DirectX and OpenGL version are different, as to 2 in 1 are still pretty smooth FPS for me.

Only problem is, if players are building too many structures have causing connection and FPS lag, but @romdos was helped me to solve my laggy problem. I hope all developers have to improve graphics engines for those old graphics card users will getting better performance without any glitches. :wink:

14 posts were merged into an existing topic: Complaints about not having Unreleased code yet

Even though this is a good list, I agree with the criticisms that it’s too long for an initial 1.3 release. It should be trimmed to keep only the top priority items to satisfy the goals for the release (built well enough to attract and keep together the community).

I think the devs must decide on few critical items to complete, and some of the complex features that are hard to implement properly (i.e. taking forever to fine tune). I think Swirl would be nice to have in the initial release, but some features can be held back for now.

I’m not convinced that we need a new client. More like we need to bundle the GPP client to make it easy to download and install. Although I like the list for the client requirements, but again, not enough devs…

I thought new human team player models were “in progress”? (shouldn’t be orange?)

Trying to get back to contributing some time, but not finding any these days. :confused:

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i’m only not convinced that we need TremCam(p). the rest r easy.

no, using GPP instead of the latest code base would be counter-productive.

That is incorrect. They are not responsible for the code and community not being ready yet. For this project it is GrangerHub’s responsibility to get the code and the community ready.

It is certainly a possibility that as we make more progress, we may decide to move various items in this TODO for the initial release to the TODO for subsequent updates and have the initial release sooner (the updater/launcher allows for this possibility). But before we would look into making such a decision, lets first have the Swirl and Vanilla Game Modes finished, lets have successful public testing of the updater/launcher with a pre-release client, and lets have GrangerPub/GrangerClub updated with a good enough work in progress 1.3 server and QVM. I would say that completing those milestones are absolute musts.

We figured that it would be better for the expectations of the community to later possibly remove a lot of things from this TODO list than to later add a lot of things to this TODO list.

The 1.3 client even in its current work in progress state is very usable and a much better option than the gpp client, although there is still a bug that prevents downloading from modded 1.1 servers (but once you have those pk3 files the client works on those servers, and downloading seems to be fine for gpp, new protocol, and multiprotocol modded servers). Also like DevHC said, most of the remaining stuff on the Client TODO are not very involved tasks.

Although I just realized that I forgot to include “New Chat UI” in the client TODO (I’ll add that), the current way chat is mixed into a mess in the console sux especially when chat is an essential part of the Tremulous experience.

TremCam would greatly help with the promotion of Tremulous. If no one else implements it by the time I finish my higher priority assignments in this project, I will work on it personally, if not for the initial release, definitely for a subsequent release shortly after. This tool is actually important for another Tremulous project I plan to work on after the initial release.

I’ll address various other points raised in above posts in this topic a little later.

@Hero watching a new player building a base on the NEW 1.3 Tremulous.

srsly find me someone that works 2-3 hours per day for a game that won’t give em any money.
Family, work, etc take much time and you think that they can spend their quality time for release 1.3? Say thanks that at least there are some green items.

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This is what open source is for. Linux would have ended up exactly like Tremulous 1.3 if Torvalds kept the code to himself.

By the way, ever heard of Limit Theory? It was a very promising space exploration game, but the author decided to Not Release It Until It Was Ready™. It’s still not done (almost 3 years late) and the last update from the developer was a year ago.

Open-source software (OSS) is computer software with its source code made available with a license in which the copyright holder provides the rights to study, change, and distribute the software to anyone and for any purpose : Wikipedia

I fail to see anything mentioning developers being required to push out the source code before release, so I’m going to have to disagree. I believe you were implying the “collaborative” culture of open source software, which (afaik) the door is open for anyone willing to work on Tremulous 1.3

Okay. However, I’m sure with the power of GOOGLE™ I can also find a counter-[EXAMPLE]. The issue I have is that the example you gave is a game that was abandoned and I don’t see any evidence of this happening to Tremulous 1.3 atm.

However:

tl;dr Lots of bullet points =/= work required to finish 1.3 and as always, things can be cut if necessary.

And it will surely continue to stay this way for awhile. From what I observed just from this thread, talking shit is far easier than doing shit.

Pushing the current team to release what they have now is not going to work (as explained a bazillion times already).

Grab a coffee folks, its going to be released SOON™.

cough

Like, thousands and thousands and thousands and thousands of people?

Alright, we’ve reached Step #1. EZPZ. Now on to Step #2:

We need to get some of those people to work on a glorified Quake 3 mod that came out of the asshole of 2006, looks like shit, isn’t easy or intuitive to learn, thats niche, has a low player population, abandoned, tossed around then picked up by a team juggling drama, trolling shitstorms, server administration and forum maintenance while trying to get a release ready to kickstart life back into a game already overshadowed by the likes of Natural Selection 2. And preferably has new features to appeal to a modern audience in a market full of closed sourced, proprietary AAA-budget free-to-play games on social platforms like Steam with almost very little resources of our own, including (but not limited to) free time and money.

Ready? ONE-TWO-THREE GO!

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i used to spend a shitton of time working on ioQuake3 and Tremulous. btw, the first version of the multi-protocol functionality (for Amsterdam Unlimited; only covering 2 protocols, and having a couple of quirks) took 3 days, each consisting of 18 hours of work.

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Some people have more fun developping/modding than playing the games themselves.

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@DevHC brought up some concerns on the TODO that I share:

Specifically, details on what they pretain exactly. What are they? What do they do? How do they benefit Tremulous? Is the X amount of work required to finish them really worth the Y amount time it would push back the 1.3 release?

2 posts were merged into an existing topic: Complaints about not having Unreleased code yet