by Julius » Sat Oct 08, 2016 3:19 pm
Well, you could just put all the QC code into Github so that others can easily contribute fixes and it would also give you a nice issue tracker that many people use. The artistic source files and all the rest can stay as a separate download on sourceforge or such.
Is FTEQW somewhat inefficient with real-time lights? I would have imagined that when starting a new game from scratch it would have been a good time to get away from the legacy tech. With only real-time lights you could have also used a more simple map-format that is supported by trenchbroom (currently Q1 & Q2 bsp, but Q3 will come sooner or later).
Don't get me wrong, I really applaud you for this cool one-man project, and it is nice to finally see a game that uses FTEQW... but it feels a bit redundant at this point (a bit like a poor man's copy of Xonotic). What I would really like to see (and maybe it is not too late for that) is a quake based game that ditches all the legacy stuff and focuses on being really easy and fun to edit. So basically a small fun base game, that's fully open-source and comes with easy to edit source files for everything, as well as a modern level-editor that comes ready setup with the download etc. I think the way QC works, makes it actually a really nice modding platform (as the original intend and as evident by the still existing community after all these years), but the rest of the quake 'ecosystem', especially mapping and and ready to go modern base-game without overly complicated stuff is kind of missing these days.