Thank's for being happy about it :). I've been lurking here for awhile and
figured maybe here would be a place people might have something good to say.
Usually it is my experience that whatever one puts out there for free(beer
and speech) just draws anger and unhappiness. Hopefully this version of the
game will have some features you will like. It has maps of all types, from
castles to spacestations, and has many mutators (multiplayer>create>mutators)
One note: the online servers you see will not be running the modification, so
to have a game that follows the mod (and the mod is extensive) you will have
to start your own match (multiplayer>create).
Regular xonotic is about 900mb or so. The rest of the 4gb here is the stuff I
added and such.
Other key changes are in the presentation: your player won't gib for most
things. Only explosions have the chance of gibbing your player. Also you
won't bleed from energy weapons. This code was really the first code I did in
the mod a year or more ago, and what got me to learn the code and continue on
changing and adding features and mutators. I wanted gibbing to have impact,
and also wondered how a bullet could destroy someone so easily :P.
I made 2 gpl texture packs aswell, the newer one being the suburbtex one,
where I brought a nicer camera and went out photographing materials and then
editing them in the gimp.
Ofcourse, much thanks goes to LordHavoc who taught me alot about quakeC and
helped me, and Divverent who implemented many features requested in xonotic
including encrypted sessions amongst many other things (ballistic penetrating
bullets etc).
This mod has been awhile in the making and I've touched many parts of the
code. The ballistic bullet code was extended to detect and support a variety
of material types (it does it via script setting, or by texture name). Later
I figured out how to cache and save all said info for faster execution.
On my intel laptop usually I run it with r_showsurfaces 3 for a cel-shaded
effect that works faster with the intel gfx drivers. (You can enable it in
the console by esc+shift (or ~) and typeing in r_showsurfaces 3;
r_showsurfaces 0 is normal texture mode. Divverent also created that mode,
which is nice as it gives an architectual-program sorta look (or the old ones
I used in the 90s)