Welcome to Bid For Power source code recreation! #1
LegendaryGuard
started this conversation in
General
Replies: 1 comment 2 replies
-
|
Hi! amazing proyect! i am making a mod of bid for power called ultra bid for power. since i cannot modify the ingame code i remade the entire UI and my mod works from the ui. if you can finish the cgame and game source code would be great! https://www.mediafire.com/file/chhp8ma76pohdwz/bfp-original.rar/file it need some tweaks like color change for crosshair, unpack music option and a correct filter server code because i filtered it by game name. it can be compiled with cygwin. |
Beta Was this translation helpful? Give feedback.
2 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
Uh oh!
There was an error while loading. Please reload this page.
-
👋 Welcome!
We’re recreating Bid For Power (BFP) source code! We hope the contributions can help to reach the main goals!
Talk here anything about BFP. Docs and references about gameplay mechanics, game logic and any details!
Please read this before posting:
The repository is about recreating Bid For Power source code, trying to be the same like BFP 1.2 version with the last compiled QVMs from 08/04/2002 and must be Quake 3 compatible (no extra PMF flags, modifying and adding any extra bit flags that would need to manipulate the engine code. So, that becomes incompatible to Quake 3 nature).
BFP never used engine code, only game code.
If you want to contribute, feel free to open a Pull Request (from your fork) and we can review the code. Please, read the contributing guide.
You can take a look in the documentations.
Rules
Important, please read here.
Priorities
1st and highest priority: About implementing ki attack skills, BFP was largely based on Quake 3's weapon code, that part can be complex, so we didn't start from this because principally, we're trying to setup player statuses, polishing and adjusting animations, hit stun, aura, options, cvars, adjusting speed, camera, UI menu, HUD, melee, block, teleportation, powerlevel, ki energy counter adjustment, ...
2nd priority: When the 1st priority is done, we can implement gametypes: Survival (
g_gametype 3), Giant Monkey (g_gametype 4) and Last Man Standing (g_gametype 6).Last priority: And after 2nd priority, we can implement the ki attacks and skin config file to set the explosion effects to setup as "Custom plugin models" doc says.
But it can use branches to test the stuff if you skip the priorities, but we can't accept if it isn't doing in this level order.
So, this way is less messy to develop and reach the goals. But it can use branches to test the stuff if you skip the priorities, but we can't accept if it is using the 2nd or last priority.
Things to consider
The purpose on this repository isn't about adding DBZ and any other external features in the code, that could be developed if anyone wants to fork, not recommended though, because this is still incomplete and we don't give support and respond to complaints if anyone touched their code on its own.
We cannot accept any DBZ media, models and original art due to the copyright issues and GPL compliance, but anything related from BFP, yes (but not the models, maps and assets, such as the original contents without the author's permission).
Just mannequin model and asset sources without copyrights and GPL compatible and some map sample without including any external copyrighted elements, to be added in BFP-mediasource repository.
Beta Was this translation helpful? Give feedback.
All reactions