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A Total-conversion-mod for the DarkPlaces engine all about mecha combat. See website for more info:

Home Page: https://roohrorbitalyards.wordpress.com/battlemetal/

License: GNU General Public License v3.0

C 97.58% ShaderLab 1.72% GLSL 0.66% Batchfile 0.04%
quake darkplaces darkplaces-engine mecha mechwarrior open-source

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battlemetal's Issues

Filter Player Objectives by cvar("skill")

note: Issue should not be worked until post-Beta2 ( 07/2020 ) or release (TBD 12/2020)

Would be nice to allow objectives to be filtered by campaign difficulty.
Objective data is a 2-part synchronization between the .msn text file and the map_objective entity placed in the .bsp.

The .msn file holds the human-readable text data, and the .bsp data holds the state of the objective.
To allow for filtering-by-skill, there'd have to be a way the .msn file knows what objective is affected by which skill setting.

Mappers will still have to wire up the entities accordingly, and this might screw with entity .data_idx overlap.

Clientside Interpolation?

So, one big gap in my Quake C is proper CSQC interpolation for things like debris, vehicles, and mechs.

Does anyone have a working example to use? Most of the code I can find on the net assumes FTE code base and you know what variables mean.

Article::Mapping::Deploy Points

battleMETAL overrides Quake's default info_player_start spawn specifications, instead it allows mappers to define lists of spawn points, and filter by 'active'/'inactive' and by faction.

Coop multiplayer support?

In your FAQ it sounds a bit like multiplayer isn't supported due to performance problems with the QC entity system.

But maybe coop multiplayer would still be feasible? A campaign with 2-4 players would probably be really fun.

Port to fteqw?

This looks like a really cool project!

Have you considered porting it to FTEQW? It's quite similar to Darkplaces and can for example run Xonotic.

But it has a lot of very nice additional fuctionality such as build in terrain support and is also available on more platforms.

Compiling Instructions?

I tried to run fteqcc in each directory that it exists. Files are created (dat and ino for progs, csprogs & menu) but I must be missing something because it's not working properly when I place these in the id1 folder of alpha 3.8.
I'm not up on how to compile for Quake and am probably missing something. Can I get some instructions for getting the code compiled so I can test the new code updates? A wiki page might be a good idea for others as well.

Thanks

Article::Mapping::Animatics

in vanilla battleMETAL animatics are used as between-level cutscenes, however they are a bit more versatile than that!

  • can be used to send custom 'transmissions' to clients.
  • can be wired to mission briefing menus for animated mission briefing content.

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