This is separated thread about bugs in ET:XreaL
Post here your bugs about ET:XreaL …
ET:XreaL bug report
got this error when i try’d to run precompiled version 
mal, attr_TexCoord0.st);
// transform vertex position into homogenous clip-space
gl_Position = u_ModelViewProjectionMatrix * position;
// transform position into world space
var_Position = (u_ModelMatrix * position).xyz;
}
else
#endif
{
position = DeformPosition(attr_Position, attr_Normal, attr_TexCoord0.st);
// transform vertex position into homogenous clip-space
gl_Position = u_ModelViewProjectionMatrix * position;
// transform position into world space
var_Position = (u_ModelMatrix * position).xyz;
}
// transform texcoords
if(bool(u_TCGen_Environment))
{
vec3 viewer = normalize(u_ViewOrigin - position.xyz);
float d = dot(attr_Normal, viewer);
vec3 reflected = attr_Normal * 2.0 * d - viewer;
var_Tex.s = 0.5 + reflected.y * 0.5;
var_Tex.t = 0.5 - reflected.z * 0.5;
}
else
{
var_Tex = (u_ColorTextureMatrix * attr_TexCoord0).st;
}
// assign color
if(u_ColorGen == CGEN_VERTEX)
{
var_Color.r = attr_Color.r;
var_Color.g = attr_Color.g;
var_Color.b = attr_Color.b;
}
else if(u_ColorGen == CGEN_ONE_MINUS_VERTEX)
{
var_Color.r = 1.0 - attr_Color.r;
var_Color.g = 1.0 - attr_Color.g;
var_Color.b = 1.0 - attr_Color.b;
}
else
{
var_Color.rgb = u_Color.rgb;
}
if(u_AlphaGen == AGEN_VERTEX)
{
var_Color.a = attr_Color.a;
}
else if(u_AlphaGen == AGEN_ONE_MINUS_VERTEX)
{
var_Color.a = 1.0 - attr_Color.a;
}
else
{
var_Color.a = u_Color.a;
}
}
compile log:
ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 0:81: 'max' : no matching overloaded function found
ERROR: 0:158: 'f' : syntax error parse error
recursive error 'Couldn't compile glsl/generic_vp.glsl' after: Couldn't compile glsl/generic_vp.glsl
VID_AppActivate: 0
I don’t have any problem with compiling it in Visual Studio 2010 … apparently your bug is in external .glsl file (located in etmain/glsl/generic_vp.glsl shader file) download again (xreal-et.pk3 file) and put it in your etmain folder it must work …
or you can simply update entire glsl folder with new files (from trunk/etmain/glsl folder) in your xreal-et.pk3 archive …
In ET, Smoke Cannisters have a Huge effect on Frame rate, In Original ET, i get constant 125FPS, but when i am near an airstrike or a Smoke Canister, the Framerate drops to about 20-30FPS, in ETXreal the FPS Drops to 2-3FPS.
Radar Foliage has a Hugh Impact on FPS also
I get this Error when Connecting to Servers
Couldn’t load
glsl/vertexAnimation_vp.glsl
… Com_hunkmeg should be defaulted to 128
[QUOTE=daz2007;268919]In ET, Smoke Cannisters have a Huge effect on Frame rate, In Original ET, i get constant 125FPS, but when i am near an airstrike or a Smoke Canister, the Framerate drops to about 20-30FPS, in ETXreal the FPS Drops to 2-3FPS.
Radar Foliage has a Hugh Impact on FPS also[/QUOTE]
What video card are you using? A TNT2?
[QUOTE=daz2007;268919]
Radar Foliage has a Hugh Impact on FPS also[/QUOTE]
foliage is not even rendered in xreal yet. airstrikes are killing fps atm, that is true.
[QUOTE=daz2007;268939]I get this Error when Connecting to Servers
Couldn’t load
glsl/vertexAnimation_vp.glsl
… Com_hunkmeg should be defaulted to 128[/QUOTE]
hunkmeg should be defaulted to AT LEAST 256
I get this Error when Connecting to Servers
Couldn’t load
glsl/vertexAnimation_vp.glsl
You cannot connect to other servers … because they dont have xreal shader files …
they are only for ET:XreaL
Hunkmegs is already 256 by default
[QUOTE=Dushan;268987]You cannot connect to other servers … because they dont have xreal shader files …
they are only for ET:XreaL
[/QUOTE]
Even if i use CL_renderer “GL”
also what is this
Z_Malloc: failed on allocation of 67108888 bytes from the main zone ?? ET-Xreal is not very Memory efficient
Yes… You cannot connect to regular ET server … I need to see how can we tell ET:XreaL that when its loaded GL renderer file, that he bypass .glsl files and unload them from game, and when xreal renderer (GL3) is loaded, that he load them again …
Wrap it in an #ifdef or create a cvar with the renderer string. Cvar is the best option IMO as it allows the user to choose which renderer to use.
if i swap the the names of GL_renderer and GL3_renderer it works fine on servers, Sound is very Buggy though, the menu Music is looped within Game.
[QUOTE=Dushan;268839]I don’t have any problem with compiling it in Visual Studio 2010 … apparently your bug is in external .glsl file (located in etmain/glsl/generic_vp.glsl shader file) download again (xreal-et.pk3 file) and put it in your etmain folder it must work …
or you can simply update entire glsl folder with new files (from trunk/etmain/glsl folder) in your xreal-et.pk3 archive …[/QUOTE]
srry for long not reply i coudent acces this laptop and the other one doesnt suport gl
but it stil doesnt work 
i tryd re-downloading the x-real pk3 and making a new pk3 of the sourche 