![]() Perhaps you want to take a look at it for your own amusement. As you can probably guess, it never evolved very far, but I still have a design doc here on my disc. Looking though the gamecode I quickly found out, how nice and clean the parser was and I decided to do the same, so I designed the so-called “menu script” language. ![]() I remembered that Quake 3: Arena or rather Team Arena had a very nice, customizable menu. I yelled “Yeah!” and immediatelly ran off to work on it. It should be cool and neat and have mouse support and all that other fancy stuff. Once upon a time I was told to write the menu for Nexuiz. ![]() My fish already took out his pillow and put on his pyjama, so you maybe want to do the same in case you fall asleep. OK, the HUD was nice and easy and it’s still in today, but the menu - that’s long story and I’m going to tell it. And I, of course, made the worst of them. Lee Vermeulen, our project leader and - pretty much with LordHavoc - the guy behind Nexuiz, gave me simple assignments: coding a new HUD, writing a new menu. In contrast to Tenebrae and other ‘fancy’ engines, the lead coder, LordHavoc, cared about compatibility and the engine still runs Quake1 as well as any high-end, eye-candy game like Nexuiz or Darsana, so I as minor code-monkey had to make sure that my changes didn’t break good, ol’ Quake 1. It was not so nice, though, that the engine had an almost crushing legacy it was dragging behind. It was interesting to learn about Darkplaces (the engine Nexuiz uses) and the still alive Quake1 community behind it and learn from the people who have already been working on Nexuiz a few years before I jumped on the train. However, my work consisted of a few interesting experiences:įirst of all, when I joined the Nexuiz team, ‘Alientrap’, in fall 2003, this was my first project where I wasn’t on my own and where I started off from other’s work and had to discuss everything I did with other coders and let the lead coder approve it. It was nevertheless a great learning experience and I made many friends I still have today and whom I enjoy talking to about everything. Others did and I only did what I was capable of. I can take some pride at most out of it and now and then always use it in my resumes and RAC applications, but I didn’t do the major, important parts of it. It shouldn’t be (and to speak the truth: it isn’t) my fame. OK, it was on TV and in some game magazines but still. OK, OK, it was downloaded a few hundred thousand times since release. Not so much in the outside world but in my imagination. However, I’ve been inactive for a long time, only doing bugfixes now and then when threatened to be shot and enjoying the fame that came with the project.Īnd there really was some fame to be honest about it. Nexuiz is a nice, multiplayer FPS game that I’ve worked on as part of a bigger team (really pretty big).
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