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Unvanquish-Tremulous capability

Posted: Tue May 22, 2012 7:18 am UTC
by ViruS

I'm still not sure if this was confirmed for real since "the split". It would be nice if i could connect to gpp servers on the trem masterlist or/and 1.1 servers with the unvanquished client if possible.


Re: Unvanquish-Tremulous capability

Posted: Tue May 22, 2012 10:10 am UTC
by Qrntz

Why?


Re: Unvanquish-Tremulous capability

Posted: Tue May 22, 2012 1:03 pm UTC
by Ishq

The net code has changed.


Re: Unvanquish-Tremulous capability

Posted: Wed May 23, 2012 10:53 pm UTC
by Anomalous

So's the VM code, and there's more incompatibility on the way.


Re: Unvanquish-Tremulous capability

Posted: Thu May 24, 2012 3:47 am UTC
by E-Mxp
ViruS wrote:

I'm still not sure if this was confirmed for real since "the split". It would be nice if i could connect to gpp servers on the trem masterlist or/and 1.1 servers with the unvanquished client if possible.

I don't think that was always the idea. I think the idea was to have a gpp (with tweaks) mode and a classic (1.1) mode (gameplaytype) within Unvanquished.


Re: Unvanquish-Tremulous capability

Posted: Thu May 24, 2012 7:53 pm UTC
by Anomalous
E-Mxp wrote:

I think the idea was to have a gpp (with tweaks) mode and a classic (1.1) mode (gameplaytype) within Unvanquished.

Both are doable. GPP should work as is now; 1.1 would require some work.

If you want to put some time in on doing a 1.1ish mode, fine. (But I wouldn't do that just yet anyway, since there are still going to be quite a lot of non-gameplay changes made to the GPP code – unless you split things up somewhat so that as far as is possible there's code-sharing.)


Re: Unvanquish-Tremulous capability

Posted: Fri May 25, 2012 2:10 am UTC
by Ishq

Actually, that's not really the plan at all. We want to fix flaws found in both versions, and some of those flaws will require major changes. While we are preparing the assets, we're going to keep an improved version of GPP for the balance. Once our assets are ready, we're going to start implementing the large scale gameplay changes.