FPS - Vore Tournament

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Re: FPS - Vore Tournament

Postby FFSM3 » Tue Apr 25, 2017 7:12 am

I dont get it.

Why do you not post your specs?

YOu just say title over an overpriced PC (sorry, else where you can get self build including shop assembly for 200 cheaper with better keyboard/mouse.
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Re: FPS - Vore Tournament

Postby RossTheEmeraldFox » Tue Apr 25, 2017 1:25 pm

FFSM3 wrote:I dont get it.

Why do you not post your specs?

YOu just say title over an overpriced PC (sorry, else where you can get self build including shop assembly for 200 cheaper with better keyboard/mouse.


I don't want to download anything, and I got it online..

I didn't look at the specs really.. just..

It's already handled, I'll wait for new vt >->
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Re: FPS - Vore Tournament

Postby whatsoooever » Tue Apr 25, 2017 9:32 pm

Got the renamon/krystal bots.txt to work - it would seem code fomatting broke the syntax and replaced tabs with spaces.
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Re: FPS - Vore Tournament

Postby MirceaKitsune » Wed Apr 26, 2017 2:07 pm

whatsoooever wrote:Got the renamon/krystal bots.txt to work - it would seem code fomatting broke the syntax and replaced tabs with spaces.


Yes... you must always be careful with that when it comes to bots.txt: I coded the initial system years ago, before it bots were always random and hardcoded... there were arguments over what to use as a separator, and eventually we agreed to use the tab character since you can also edit it in places like Microsoft Office - Excel (where tabs are converted into tables). However it's easy to mistaken tabs for spaces, which is the downside.
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Vehicle & Graphics update

Postby MirceaKitsune » Wed May 03, 2017 9:22 am

The past week sees a slew of new additions and fixes to Vore Tournament. This comes in preparation for a potential first release in the following months. The most important changes, now available in Git master as well as the gamecode snapshots, include the following:

  • Hyper-realistic renderer containing new settings for bloom, iris adaptation, offset mapping, motion blur, shadows. The configuration can be found in: https://gitlab.com/voretournament/data_ ... nderVT.cfg
  • The vore system has a better understanding of vehicles. Previously there were a few bugs which are now safeguarded against, such as players floating above their vehicle due to a vore function overriding player hiding. You can also optionally make it so that predators cough up their prey when entering or exiting a vehicle.
  • The dirty screen effect from the old VT is back. After being eaten or swallowed, your screen gets covered in droplets and yellow goop, which slowly fade away over time.
  • Prey reorientation also makes a comeback. When a predator grabs you for the first time, you will be spun around to face the opposite way from them. Unlike the old VT, the effect is only applied once and not continuously, which was bandwidth costly as well as annoying.
  • Fixed neighboring prey not showing. The internal model no longer uses NODEPTHTEST which caused it to be rendered on top of everything else, instead the world is hidden when a prey's view is obstructed.
  • Fixed 1st person weapon model scaling. Both static and animated weapons now grow or shrink as the player becomes bigger or smaller.
  • New default font: http://www.dafont.com/peace-sans.font
  • New default settings for countless builtin cvars, which now differ from those of Xonotic. This includes a whole new weapon balance designed specifically for Vore Tournament!

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As always you can see the changes for yourself in the commit list: https://gitlab.com/voretournament/data_ ... its/master Here are several screenshots showcasing the new renderer and vehicle support... they are unedited and show the renderer as is, except for censoring some nipples to avoid possible issues with more prudish sites:

http://imgur.com/a/5GtjY

Spoiler: show
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Re: FPS - Vore Tournament

Postby Dragonvorelover135 » Wed May 03, 2017 11:44 am

You know it might not be a bad idea to give a summary of the new features in v2.0 since some people might be on the fence because of that.

Also while money may be needed, taking that approach might not be the best thing to do. If you release the update and people really love the new content you've added you'll earn loyal pledges.

By holding back a big update like this and locking it behind a monthly goal amount is a lot more then just a pledge tier paywall, and even if people pledge say $50 the goal would still be short and people are more likely to withdraw their pledge because of that.

Not to mention even if the goal was met, waiting until the monthly roll over for the payment once you release it people can just bail after that. And while it might be rare, it doesn't mean that it couldn't happen. And then you'd be dealing with a bigger issue.

I'm not trying to make it seem like a bad choice, but even if you say you'll only do this once there's still people who would not take the chance.

Just really feel like sharing my thoughts about it, as somebody who actively supports other vore-themed game. I do hope you reach your goal regardless!
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Re: FPS - Vore Tournament

Postby MirceaKitsune » Wed May 03, 2017 1:41 pm

Dragonvorelover135 wrote:You know it might not be a bad idea to give a summary of the new features in v2.0 since some people might be on the fence because of that.

Also while money may be needed, taking that approach might not be the best thing to do. If you release the update and people really love the new content you've added you'll earn loyal pledges.

By holding back a big update like this and locking it behind a monthly goal amount is a lot more then just a pledge tier paywall, and even if people pledge say $50 the goal would still be short and people are more likely to withdraw their pledge because of that.

Not to mention even if the goal was met, waiting until the monthly roll over for the payment once you release it people can just bail after that. And while it might be rare, it doesn't mean that it couldn't happen. And then you'd be dealing with a bigger issue.

I'm not trying to make it seem like a bad choice, but even if you say you'll only do this once there's still people who would not take the chance.

Just really feel like sharing my thoughts about it, as somebody who actively supports other vore-themed game. I do hope you reach your goal regardless!


Hmmm... I might consider a full comparison between the old and new Vore Tournament. Though to be fair the differences are tricky to put into perspective: The new one is a mod built on top of Xonotic, whereas the old one was a standalone fork of Nexuiz... although the basics were reimplemented on top of the old code, everything is more or less new except for the fundamental mechanics.

As for that, I believe there are two things people need to understand: First of all, I don't have a release ready and just sitting here on my drive, not seeing the light of day until I reach my Patreon goal! The only version of the new VT that exists right now is the Git that's ran and compiled against Xonotic's own Git, and which is already as available to everyone else as it is to me. A release needs to be packaged to include the content + game code, versioned properly with development settings and branding turned off, tested to work against the release of Xonotic (not its Git version), as well as given separate thorough testing (I haven't tested the new VT online to this day), also I haven't even found a place to host it yet on top of all that (as a failsafe I can use mega.nz so don't panic). I will be slowly preparing for all of those things as I near that goal.

Lastly, understand that occasional targets like this are needed to encourage support for a fully free project. Unlike most of the games published on Patreon, this is not hidden behind a paywall, not even under a system of the form "##$ patrons get access a day earlier": It's FOSS and what already exists is available to everyone else in realtime... heck, people are even free to fork it and create their own game off it right now, though obviously I don't recommend that as it would divide the community and make maintenance and porting new features in between forks a nightmare.

The point is that, if people are upset I plan to work on a release based on a (limited time) Patreon target, consider that a game of this quality could be sold on Steam for +$50 bucks instead (once finished and out of Alpha that is). Would have that been a better option? That's a model I personally consider outdated and don't like, so I stick to the current way. For this reason I'm trying to combine a system that will help me get enough money steadily, with development on an open-source project... something that to my knowledge hasn't been attempted in a lot of cases and is in part an experiment, as most FOSS software relies on precise sponsors (usually corporations) or random donations that happen rarely.
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Re: FPS - Vore Tournament

Postby Dragonvorelover135 » Wed May 03, 2017 3:01 pm

MirceaKitsune wrote:Hmmm... I might consider a full comparison between the old and new Vore Tournament. Though to be fair the differences are tricky to put into perspective: The new one is a mod built on top of Xonotic, whereas the old one was a standalone fork of Nexuiz... although the basics were reimplemented on top of the old code, everything is more or less new except for the fundamental mechanics.

As for that, I believe there are two things people need to understand: First of all, I don't have a release ready and just sitting here on my drive, not seeing the light of day until I reach my Patreon goal! The only version of the new VT that exists right now is the Git that's ran and compiled against Xonotic's own Git, and which is already as available to everyone else as it is to me. A release needs to be packaged to include the content + game code, versioned properly with development settings and branding turned off, tested to work against the release of Xonotic (not its Git version), as well as given separate thorough testing (I haven't tested the new VT online to this day), also I haven't even found a place to host it yet on top of all that (as a failsafe I can use mega.nz so don't panic). I will be slowly preparing for all of those things as I near that goal.

Lastly, understand that occasional targets like this are needed to encourage support for a fully free project. Unlike most of the games published on Patreon, this is not hidden behind a paywall, not even under a system of the form "##$ patrons get access a day earlier": It's FOSS and what already exists is available to everyone else in realtime... heck, people are even free to fork it and create their own game off it right now, though obviously I don't recommend that as it would divide the community and make maintenance and porting new features in between forks a nightmare.

The point is that, if people are upset I plan to work on a release based on a (limited time) Patreon target, consider that a game of this quality could be sold on Steam for +$50 bucks instead (once finished and out of Alpha that is). Would have that been a better option? That's a model I personally consider outdated and don't like, so I stick to the current way. For this reason I'm trying to combine a system that will help me get enough money steadily, with development on an open-source project... something that to my knowledge hasn't been attempted in a lot of cases and is in part an experiment, as most FOSS software relies on precise sponsors (usually corporations) or random donations that happen rarely.


I'm glad you explained it more in depth, helps me better understand better why you chose to do this way. Hopefully it won't ever have to come to using any failsafes.
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Re: FPS - Vore Tournament

Postby ThePornucopia » Fri May 05, 2017 10:53 am

Has anything happened with the models? The last time (about 6 months back) I tried the game, loved it and saw that the vore models are just the characters with their bellies stretched. Are they still like that, or has something better looking taken its place?
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Re: FPS - Vore Tournament

Postby MirceaKitsune » Fri May 05, 2017 12:49 pm

kokkim wrote:Has anything happened with the models? The last time (about 6 months back) I tried the game, loved it and saw that the vore models are just the characters with their bellies stretched. Are they still like that, or has something better looking taken its place?


There are better 1st person models for vore actions now, such as seeing the predator's hands or your own bulging belly. Other than that, player model states work the same way: There are 4 versions of each character for various vore states in total (0% - 25% = no belly, 25% - 50% = small belly, 50% - 75% = medium belly, 75%-100% = large belly).
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Vore Tournament 2.0.0 Alpha - Goal is now reached!

Postby MirceaKitsune » Thu May 11, 2017 7:56 am

Vore Tournament 2.0.0 Alpha - Goal is now reached!

First of all, a huge thanks to all of you awesome people who decided to support me! I was not expecting to hit this goal in just over a week, but apparently it has happened. With the 400$ target reached, I can begin making preparations for a potential Vore Tournament release just next month!

I must make an important mention however: My Patreon does not have pay upfront enabled! As such, there's no way to verify until the beginning of the month whether this sum will actually process. Patrons cards running out of money or being labeled as fraudulent by banks is happening a lot, and I can't do much with a target that's only virtual. As such, a clear verdict can only be given after the 1st which is about 3 weeks from now.

That being said, I'm not going be strict about it being exactly $400 or more: If Patreon will charge at least close to that, like say $380, I'll consider the goal achieved. The point of this target is getting close to a sustainable income, not touching a fixed number down to the letter.

The more patrons pledge however, the likelier it is for the real goal to actually go through. Therefore I'll continue posting the few reminder pics I have handy, and trying to attract even more support: I'd like to be sure the release can happen by next month, which it likely will.
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Re: FPS - Vore Tournament

Postby GramzonTheDragon » Thu May 11, 2017 9:19 am

With a release on the way wouldn't it be good to start up a new thread hosted by yourself with an OP you can update? I've seen a lot of stuff mentioned or linked for features and even add-ons get mentioned in this thread but finding them requires digging, such as Krystal or clean playermodels and updates on animations. Having one reliable place to go to snag "SFW" models when the release comes would be most appreciated.
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Re: FPS - Vore Tournament

Postby BigD » Thu May 11, 2017 9:26 am

Also, is the original still up for grabs? I remember seeing a download link here or there.
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Re: FPS - Vore Tournament

Postby MirceaKitsune » Thu May 11, 2017 9:36 am

GramzonTheDragon wrote:With a release on the way wouldn't it be good to start up a new thread hosted by yourself with an OP you can update? I've seen a lot of stuff mentioned or linked for features and even add-ons get mentioned in this thread but finding them requires digging, such as Krystal or clean playermodels and updates on animations. Having one reliable place to go to snag "SFW" models when the release comes would be most appreciated.


If I start a new thread, I worry this one might get closed and existing info will be lost... not sure I want that. Maybe Eka can do some moderator magic, and insert a fake first post in my name so I can get op'ed?

As for the other player models, note that they won't be included with Vore Tournament... copyright stuff and they fare better as optional mods anyway. They remain available on Git and will need to be cloned even in the release version... I might distribute them as pk4 archives elsewhere later on, but that's a different story.
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Re: FPS - Vore Tournament

Postby MirceaKitsune » Thu May 11, 2017 10:02 am

Big D wrote:Also, is the original still up for grabs? I remember seeing a download link here or there.


I don't know if its Git (or Svn) repository still exists anywhere, except for my drive. The last release of the old VT is still on Sourceforge though: https://sourceforge.net/projects/voretournament
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Re: FPS - Vore Tournament

Postby Grapefruitfanfic » Thu May 11, 2017 7:21 pm

MiegaFox, I'm still having trouble... none of this makes sense to me. When I type in "git clone https://gitlab.com/xonotic/xonotic.git xonotic" it always says "-bash: git: command not found." I ran deps but still I'm stuck at "-bash: git: command not found."
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Re: FPS - Vore Tournament

Postby MirceaKitsune » Thu May 11, 2017 7:48 pm

Grapefruitfanfic wrote:MiegaFox, I'm still having trouble... none of this makes sense to me. When I type in "git clone https://gitlab.com/xonotic/xonotic.git xonotic" it always says "-bash: git: command not found." I ran deps but still I'm stuck at "-bash: git: command not found."


If the git dependency was installed, it should not be saying that. Do you get any suspicious output when running deps.sh?
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Re: FPS - Vore Tournament

Postby RossTheEmeraldFox » Mon May 15, 2017 3:03 pm

You know what I'd like to see from this?

A 2fort map, It's a map that has been passed down through out quake/source engine games, I think it'd be neat to see it as a playable map ^w^
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Re: FPS - Vore Tournament

Postby MirceaKitsune » Mon May 22, 2017 9:18 am

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With the 2.0.0 Alpha release of Vore Tournament almost guaranteed to happen next month, I've already started making preparations. As stated in my announcement, one of the things I want to do first is holding a multiplayer testing session; All testing I've done thus far has been local with bots, and I haven't once seen how the new VT handles itself online... mostly due to the fact that I work on the project alone and don't have a test team handy. It's desired to verify the functionality of multiplayer before the release happens, making sure everything works right and this won't be a big epic fail.

I would like to hold a public testing event sometime this week, ideally this weekend to make sure as many people as possible are free. In it, a server will be ran somewhere between 1 and 2 hours. Players who have the development version of VT 2.0 working will be able to join in, and we'll all play a few matches and possibly try out several gametypes. Everyone who does is invited, no Patreon tier limitations and what not.

The purpose of this post is to ask everyone when they are free and would like the event to happen. I'd prefer to host it based on when people interested in joining have time to do so. Once a date and hour are established, I'll post another announcement and let you all know when that is.

To give the community as much choice as possible, please also pick whether you'd like me to host the server or wish to do so yourself. Someone else running the server might help cover more ground, as I'd like to see how someone other than myself handles this end of running a VT game. If anyone wishes to volunteer, let me know so I can explain in more detail how to setup a dedicated server.

My own schedule limitations are as follows: Since I don't have a job outside of Patreon, I'm free during any day of the week... however I'm only available during certain hours of the day. The intervals in which I'm guaranteed to be around are 16:00 to 18:00, or 22:00 to 02:00 (preferably). I live in Romania so my timezone is GMT+2 (Bucharest time), don't forget to convert those hours from it to your own timezone for a correct reference.
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Re: FPS - Vore Tournament

Postby MirceaKitsune » Mon May 22, 2017 3:57 pm

Unfortunately I have to bring a bit of sad news after the good news today: The 2.0.0 release might be getting delayed by another month apparently.

One of my biggest patrons had to pull out their support for the time being. As such, the $400 goal is no longer reached, and I'm currently some $30 under my target once more. Unless someone is willing to fill the gap within the next week, I might have to delay working on the release for at least another month.

I'm aware some people might be cursing at me right now, and I hope you aren't too disappointed if a delay will be the case. Like I said I need to reach and actually process this target, and I still remain relatively close to doing so! I did put emphasis on "most likely next month" since I was aware that situations like this can occur.

Note that the testing event I announced will not be affected! I still plan on doing it this week, and keeping VT in a moderate feature freeze until the release does take place. Please post your opinion on a preferred date and hour below, and let me know when you'd like to have some fun online!
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