![]() But if demand is too low for it, it can wait, maybe forever. ![]() It is still there in the old code as a template to be converted. Unless you are some kind of Pacman purist person who does not care what time and world we live in. I think there is no doubt that if we can pull it off, then we should really do it. But such decisions have to be made, if the software is to evolve and survive. Firefox made the same tradeoff, and it was outrageous. Of course with the Xonotic "Quantum" solution, it is a tradeoff. So how can you say that it will put +15 years of work down the drain? I think we all agree here, that we would want to preserve as much as possible from the current game. marginal utility will diminish in legacy code maintenance.old devs will be gone, no new devs come.Like Quake 1 or Pacman it remains what it is and will eventually not be played much at all anymore. It is not future-proof, thus it will naturally die with time. easily portable to all platforms, including browser.instead of being a dead-end legacy code thing, the project suddenly becomes a prime target example for open source FPS gaming that a lot of people will want to expand and elaborate on in many different ways.it gets rid of all the legacy issues and shortcomings.it provides many benefits such as new graphical features and higher performance.it opens paths to evolve modern features such as in-game level builder or building/crafting systems it attracts code and asset contributors in general, because modern engines are very easy to work with just like other GUI programs such as Photoshop or Blender.it attracts devs who already have specialized in the engine.To make Xonotic more complete and playable, the engine needs to change. Even if you had a team of 100 full-time employed QuakeC veteran experts, they will not be able to program any of the big features into it that make modern competitor games like Fortnite so much more attractive. This is because it runs QuakeC code on a legacy engine, which is extremely inefficient and also extremely limiting to the programmer - if you can even find one. How is Xonotic not a complete and playable game? It runs well, it has all the game modes it can.īut yes, there is one big big problem with Xonotic: you can't implement any major modern features into it. Compared to those, it is essentially just 1996 Quake 1 with some nice extras. Darkplaces is nothing alike a modern engine such as Unity or Godot.The benefits of switching are tiny, while the effort required to switch is enormous, much higher even than with modern solutions. They are in essence just more muscled versions of Darkplaces. Daemon and FTEQW are not modern and major game engines and they won't attract devs either.QuakeC is like Cobol, hence there is no manpower.I appreciate your perspective, but I think it is missing on some very crucial facts: Perhaps the contribution process does not appear as convenient as it could be, but focusing efforts on making Xonotic a complete and playable game before trying to split the community again with forks is certainly the wisest option at this stage, and I hope any capable people in the community would be more willing to aid in that process in the future. Supporting map formats is only a very small part of a functioning engine, and at this stage attempting to fork would mean sacrificing stability of the game and community, along with 15+ years of work going down the drain. On the other hand, DarkPlaces itself has been receiving a lot of updates that Xonotic may hopefully benefit from someday. Support for alternative engines such as Daemon and FTEQW has been rough at best - the latter of which is the closest example of a functioning alternative to DarkPlaces, the engine that powers Xonotic. I don't mean to be the bearer of bad news, but there's simply a lack of manpower in the community to pull something like that off.
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