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Xonotic, The Successor To Nexuiz, Is Primed

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  • Xonotic, The Successor To Nexuiz, Is Primed

    Phoronix: Xonotic, The Successor To Nexuiz, Is Primed

    It was a year and a half ago that Nexuiz was forked into Xonotic following some changes by core Nexuiz developers that effectively sold off the Nexuiz brand in order for an Xbox 360 re-make. In time for Christmas of 2010 they then did a v0.1 preview release of Xonotic and then came their first birthday without a new release. However, the Xonotic developers are now out with a major new release. Xonotic v0.5 is this new version and it boasts some radical changes as it becomes primed for a stable release.

    http://www.phoronix.com/vr.php?view=16391

  • #2
    Dang you guys work fast :P How'd you even find out before we sent press release? ARE YOU SPYING ON OUR IRC CHANNEL?!?!?!?!?!!!!?!?!!? AHHHHHH


    Anyway: Good article mate, thanks for the look at Xonotic ^_^ Again, there's always more to come ;-)

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    • #3
      Cool, great to see the progress! Can't wait to try it, I still have Nexuiz installed (don't game that much except on PS3) so I guess it's time to exchange it with Xonotic instead =)
      Vehicles rule!

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      • #4
        Unfortunately my distro still doesn't provide packages.

        Btw, I would appreciate to see more outdoor maps in the demos, like those beautiful UT2k4 onslaugh maps that I used to play in the past. Indoor maps make me a bit motion sick.
        I liked specially the vehicle demo.

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        • #5
          Originally posted by samual View Post
          Dang you guys work fast :P How'd you even find out before we sent press release? ARE YOU SPYING ON OUR IRC CHANNEL?!?!?!?!?!!!!?!?!!? AHHHHHH


          Anyway: Good article mate, thanks for the look at Xonotic ^_^ Again, there's always more to come ;-)
          RSS.... I actually had it done about 3 hours earlier, but I put the article off in the queue until it was on the next calendar day.
          Michael Larabel
          http://www.michaellarabel.com/

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          • #6
            Originally posted by DeiF View Post
            Unfortunately my distro still doesn't provide packages.
            They shouldn't have to. You should be able to download it directly from the devs as a cross-distro package.

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            • #7
              Xonotic 0.5 also boasts optimized post-processing effects (including damage blur, bloom, and HDR). There is also new texture packs, improved AI for bots, new game modes, hundreds of bug-fixes, and other renderer improvements.
              Does this affect performance? Have the minimum graphics card requirements gone up? Any plans for benchmark comparisons between this version and the previous version, Michael?

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              • #8
                Ah, I wish it was more flexible so a relatively realistic, outdoor singleplayer game could be made. I don't like fragfest, we have loads of those.

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                • #9
                  Originally posted by monkeynut View Post
                  Ah, I wish it was more flexible so a relatively realistic, outdoor singleplayer game could be made. I don't like fragfest, we have loads of those.
                  Only a couple of those fragfest games are being actively developed though. The others are looking long in the tooth. There's really only three right now that are moving forward. Xonotic looks promising.

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                  • #10
                    Mi first impression was a bit bad.
                    The game tries to run fullscreen, and if you have a Twinview configuration it spans across all screens.
                    I have 2 monitors of different sizes, so when a program does that some of the interface gets obscured.
                    Being fair, a lot of opensource games do that. But that's not an excuse to not code something to detect Twinview.

                    Fortunately the game runs in windowed mode.
                    The problem is the closest size to my LCD was something like 1600x1080 or something weird like that, I don't remember.
                    My LCD is 1680x1050, so the game was horizontally shorter and vertically larger than my screen.

                    Additionally some vital GUI elements (exit button for example) were at the very bottom.
                    If you have your desktop configured to have the bottom panel appearing when the mouse is near that zone, those GUI elements get obscured.
                    So you can't click those buttons unless you first move the window.


                    I couldn't test it further since my main graphics card broke and now I'm using a cheap 8400GS which has terrible performance.
                    The things I've mentioned should be simple to correct so if any developer monitors this thread please have a look at it.

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                    • #11
                      Developer reporting in

                      vid_netwmfullscreen 1 in the console (shift + esc) solves your problem with streching the fullscreen game to two monitors (vid_restart is needed after you set the cvar).
                      Unfortunately, this is undocumented, I've already mark this on IRC to fellow devs.
                      Also, to my experiences this makes the game to loose a few FPS, but not too much, 10-5 in avg, and, it *might* crash on wm events, but blame this on the bad NVidia drivers, not on the game (I've had several segfaults in the past, however I keep my drivers updated, and haven't seen a crash in a while).

                      8400GS should be enough to run the game at least on normal video settings, +blurry reflcetions enabled.

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                      • #12
                        Awesome Sauce

                        I'm liking the work you guys are doing on the models/textures. Will take a look at it when I get home on my asus g74 w/gtx 560 2gb. I'm a big fan of the Nexuiz, and this looks like that with better models, so I think I'll fall in love quick. It's insane what can be done on the darkplaces engine really, between the community and lord havok, they took that 1995 quake engine and turned it into a BEAST. They have done more with that than what they have done with quake 2 or even 3 to be honest. Though I do have to say the effort people have put into the doom engines are quite commendable to update those games look and feel to be much more modern than their 1993 counterparts.

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