In the worst case, you could still use Github strictly for code version control and something else for the assets. You can't really do version control with them anyway, apart from just replacing the whole file.
Anyway, since I'm still trying to figure out what to do with the repo... I'm going to spend some time today building the game and testing it stand-alone. EDIT: Build works, got some bugs to fix
Alright. I'm officially declaring us in "infantry combat prototype". At this point, all of the core stuff is functional and working for infantry combat. Classes, weapons, multiplayer, spawning. It all works and functions great. There are bugs and art things that need to be completed to finish out this stage, but the game is actually playable at this point.
Anyway, I'm configuring my azure server to host both the project (probably with svn) and for hosting builds of the game. I'll put out a build on sunday but don't expect it to work or be super fun.
I have Three FBX and textures , well actually more, but these three models have already been exported from source and I went through the process of making each wheel on the vehicles separate meshes if interested. Were you thinking of using any of Don Megel's old models I still have the textures and FBX for the Raven and Stingray(Permission was granted to use for the unity project, not sure if these models are still viable).
To be fair, that's if you don't bother with any buildings at all, just do landscape stuff. Especially if you want to have some lighting on a darker map, getting shadows not to kill performance is a bit of a hassle I think, though my problem with working with it is that some of the dynamic shadows like to pop in and out even when you don't get that far from them. Supposedly that can be fixed, but I didn't get a chance to play with it. Considering 80% of empire maps either have super simple block buildings or nothing at all yeah it should be really easy to make a lot of the maps we currently have.
Every map can be emp_moors! Since I've got lot's of assignments and this whole repo business I guess I'm going to do simple stuff like mapping for the coming week.
What was that hilly grass land that had a hill every 1cm? We can make it insanely huge because of how big the maps are in unreal engine(AKAnfinite). Also i might try making a racing map if i ever get hardware that can run the unreal engine decently and not at around 15 FPS with 4 models. That said,im getting a new graphics card at somepoint.
I've added a the weapons I want to see in the game. The design follows this post: http://forums.empiresmod.com/showpost.php?p=491449&postcount=239 I haven't done any balancing beyond creating some damage values I want to follow and some ideas I have for roles. Recoil and COF needs to be done.
Have you tried asking Vicki or AZK ? They might be willing to temp host. Until a long term solution is found. Or even ask how much to rent some of the unused server space. Another option would be hosing from home. As a repo wouldn't really be a constant drain on bandwidth. Would only see activity when changes are posted or when new people need the files.
NF weapons were added. Same state as the BE weapons, created them... added placeholder art, and set some base damage values. So, I'm thinking about offloading bullet simulation to clients and verifying when the client reports that they hit the player. The server will keep track of where the player is looking, so I can verify that we are within a certain angle of looking at the player. I can also do a quick line trace to see if there is any real obstruction and validate shots that way (to prevent hacks). The goal here is to offload the work of missed shots onto the clients. This should help push the player count up beyond 64 players which would be VERY nice.