• SourceForts 2
    211 replies, posted
[QUOTE=azgag;39725653]The main website and forums are owned by the previous manager, we have a new forums (private for now). Things have been really slow, we need a 2nd programmer and good ones are hard to find.[/QUOTE] C++?
Is this dead?
Anything new? I have couple questions: 1. Indie game means we need to pay to play? 2. Was there an idea of building weapon for forts that is charged etc, Megaweapon for destroying forts? That would be fun. 3. Why not Portal 2 engine? 4. How much more wait? Maybe public beta, alpha? 5. Was there an idea of indiegogo for this game? What do you think about this?
[QUOTE=Xanoxis;40559253]Anything new? I have couple questions: 1. Indie game means we need to pay to play? 2. Was there an idea of building weapon for forts that is charged etc, Megaweapon for destroying forts? That would be fun. 3. Why not Portal 2 engine? 4. How much more wait? Maybe public beta, alpha? 5. Was there an idea of indiegogo for this game? What do you think about this?[/QUOTE] hey, things are going slow (we still can't find a good Source programmer). Art-wise, we have a good set of modular models that will be used in several maps and one of the class' model is soon finished and ready to be animated. 1. probably yeah, if things take too long we'll probably release it as a mod. 2. that sounds like a cool idea but with the time our programmer has, I would rather not add anymore features like that. 3. The P2 engine's code hasn't hasn't been released for modders, but we are using the Alien Swarm SDK. 4. I am not sure anymore. I said 8 to 10 months for a release but that was before our mappers and 2nd programmer left for irl reasons (lack of time, school and or no motivation). I think releasing it as a mod once we have everything essential coded would be nice. 5. We've been looking at Kickstarter or private funding. We already own commercial licenses of most of the softwares we use so we would need to get funding for the Source license only.
Thanks for a fast reply, you're great ;) I loved SourceForts, played it a little bit, when I had it on my HDD. Im waiting for a sequel, good luck with it, you have my money if it will be out as full game ^^ One more question, about Megaweapon. Will there be post-release updates? With fun stuff etc, not only fixes, stuff like that weapon or other cool fun ideas.
[QUOTE=Xanoxis;40560130]Thanks for a fast reply, you're great ;) I loved SourceForts, played it a little bit, when I had it on my HDD. Im waiting for a sequel, good luck with it, you have my money if it will be out as full game ^^ One more question, about Megaweapon. Will there be post-release updates? With fun stuff etc, not only fixes, stuff like that weapon or other cool fun ideas.[/QUOTE] for sure, and all content updates will probably be free
I would not touch ASW code with a 90 foot pole. I've got first person and the crosshair to work, but no menu and it's buggy as hell. Would stay with 2007 if I were you. Well, right now I would think about it because of the whole Steampipe thing like I'm doing with PUNT. I could help a bit. I'm not a pro-programmer but I know a bit about Source and can help with somethings. It depends what you need.
[QUOTE=reepblue;40560692]I would not touch ASW code with a 90 foot pole. I've got first person and the crosshair to work, but no menu and it's buggy as hell. Would stay with 2007 if I were you. Well, right now I would think about it because of the whole Steampipe thing like I'm doing with PUNT. I could help a bit. I'm not a pro-programmer but I know a bit about Source and can help with somethings. It depends what you need.[/QUOTE] We already have those parts working, our programmer is currently working on the weapons. I haven't thought of Steampipe, I might look into that when I have time.
ASW is totally fine. Way worth the asw rip outs for that huge performance contrast versus 2007.
[QUOTE=reepblue;40560692]I would not touch ASW code with a 90 foot pole. I've got first person and the crosshair to work, but no menu and it's buggy as hell. Would stay with 2007 if I were you. Well, right now I would think about it because of the whole Steampipe thing like I'm doing with PUNT. I could help a bit. I'm not a pro-programmer but I know a bit about Source and can help with somethings. It depends what you need.[/QUOTE] asw engine can be used for FPS very efficiently (look at the hl2 enhancement mod thread)
Isn't there no linux dedicated server for ASW ? If that's the case then don't even consider it, you will fail terribly without linux dedicated servers.
[QUOTE=azgag;39725653]The main website and forums are owned by the previous manager, we have a new forums (private for now). Things have been really slow, we need a 2nd programmer and good ones are hard to find.[/QUOTE] Are you still looking for a 2nd programmer? I'm currently enrolled in computer science, about to finish up. I was a huge fan of SourceForts when it was released years ago, and was happy to come across this thread. I have extensive knowledge regarding Source, specifically the programming aspect, as well as other (older) BSP based engines. Unreal, ID Tech, etc. I have a complete resume too, I'm sure I may be able to help if everything is going well. Thanks.
snip
To be honest, Source is abit difficult IMO. Compared to let's say, DOOM3, the code isn't commented very well. Your best place for info, is the Valve Wiki. Plus the art pipeline is a pain in the dick. Your best bet, is getting it to compile (which is actually a challenge sometimes) and just start editing minor things. Unless you have a specific goal, it's overwhelming.
Are you still looking for a level designer?
[QUOTE=Darth Ninja;40662812]Are you still looking for a level designer?[/QUOTE] We are, contact me on steam if you want more information
Did this die?
Too bad, that I can't host sourceforts dedicated servers, only listen one, because steampipe and old dlls.
[highlight]STOP BUMPING[/highlight]
[QUOTE=Sam Za Nemesis;43016866]They might be focusing their entire efforts in getting the game done rather than showcasing it publicly to get popularity[/QUOTE] SourceForts 2 confirmed using Source 2 and bundled with HL3 ETA: Never
Don´t be so god damn negative please. Black Mesa came eventually :v:
[QUOTE={TFS} Rock Su;43017492]Don´t be so god damn negative please. Black Mesa came eventually :v:[/QUOTE] it was a joke
Sorry for the lack of updates, our programmer is busy with finishing his masters degree. We found several programmers to help but they all ended up disappearing or something. With Christmas and new year we will be working on SF2 though. If you are a programmer interested in helping (or know one), feel free to contact me.
Judging from what I have been reading, the first release of Sourceforts 2 is basically going to be CTF, CP and CTFCP? If you are having trouble finding programmers, why not just use LuminousForts as the base? It's already there and open source. There are a few [URL="https://github.com/hekar/luminousforts-2013/issues"]bugs[/URL] (more listed in video descriptions). I'm not sure that I'm going to work on the mod anymore, but you [I]can[/I] push some bugs [URL="https://help.github.com/articles/using-pull-requests"]upstream [/URL]for LuminousForts to fix. [B]Source Code[/B] [URL="https://github.com/hekar/luminousforts-2013/commits/dev"]https://github.com/hekar/luminousforts-2013/commits/dev[/URL] [video=youtube;e8jg6QJsEes]http://www.youtube.com/watch?v=e8jg6QJsEes&list=PL00z3DSeZW7w4VQ9au5LYgQPS-k-w318A&index=7[/video] Just make sure you put "Based on LuminousForts" in the credits and open source any modified [I]LuminousForts[/I] source files.
No.
[QUOTE={TFS} Rock Su;43017492]Don´t be so god damn negative please. Black Mesa came eventually :v:[/QUOTE] Yeah....and it's still not finished
I guess the "intelligent" consense is to not reuse open source code and instead rewrite the code from scratch? The license is pretty liberal and all the source code could easily be removed if the game were to go commercial (it's in one folder). [code] /* ***** BEGIN LICENSE BLOCK ***** Version: MPL 1.1/LGPL 2.1/GPL 2.0 The contents of this file are subject to the Mozilla Public License Version 1.1 (the "License"); you may not use this file except in compliance with ... for the specific language governing rights and limitations under the License. The Original Code is for LuminousForts. The Initial Developer of the Original Code is Hekar Khani. Portions created by the Hekar Khani are Copyright (C) 2010 Hekar Khani. All Rights Reserved. Contributor(s): Hekar Khani <hekark@gmail.com> Alternatively, the contents of this file may be used under the terms of either of the GNU General Public License Version 2 or later (the "GPL"), ... the terms of any one of the MPL, the GPL or the LGPL. ***** END LICENSE BLOCK ***** */ [/code] Doesn't bother me too much, but I have been wanting to play SF for a fairly long time...
I've never heard of SourceFarts before
I had been avoiding face punch for years and then I found someone running the original game mode in gmod and started reading their forum posts about this. I promptly installed a copy of 1.9.4.1 and hope to see people in game. I enjoyed this game a bunch. I played around with grenade cannons and modifying them for safe distances a lot both in game while servers were low pop and in Garrysmod. Was quite the time. I really do hope to hear more about this project. Following the face book page. I can draw and have gimp, would love to help come up with/refine terminology and or the process of creativity for this. I am sadly probably not the most apt at this point and time for your team but would love to be involved some how. Hum the copy I found is missing the file background01_widescreen.vtf any ideas?
Is it dead?
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