Et: Xreal


(BackSnip3) #201

@Avoc:
There are some already-compiled-paks in the page 9 of this topic, you just need to extract it in a Enemy territory installation and then you launch ETxReal.exe and it works :slight_smile:
Maps needs to be recompiled,in order for example to have a sun that dynamicly casts shadows,but the shadermanual of xreal is down and I don’t know at all how to make a working sun in this engine xD
Using a parallel light works but gives much problems on shadows(see my previous post).:confused:

Also I started to make a playermodel, but it just crashed ET on maploading hihi


(Shanks) #202

Do you get an error?


(BackSnip3) #203

No,it crashes no more.But now it’s just invisible…
Works perfect in stock ET :rolleyes:

EDIT:works now without using shaders,but just same as before,stretched!
I think it’s a part of the code that bugs.The model is streched only at places where I used multiple bones to deform the geometry(where the bones share the weight of a vertice).The problem still happens also on stock ET models, but is less noticeable because they use mostly one bone at a time, but on some places they ā€œbugā€ too.


(Avoc) #204

@ BackSnip3: Ohh, thanks. Got it to ā€˜work’, however, when I start the ETXreaL.exe there is only a black screen in a window.

And for some reason, I cannot open my .maps in xRadiant, nor recompile :frowning:


(daz2007) #205

Bump Mapping and Specular :slight_smile:


(Dragnadh) #206

[QUOTE=daz2007;268057]

Bump Mapping and Specular :)[/QUOTE]

That looks really really nice.


(BackSnip3) #207

[QUOTE=Avoc;268047]@ BackSnip3: Ohh, thanks. Got it to ā€˜work’, however, when I start the ETXreaL.exe there is only a black screen in a window.

And for some reason, I cannot open my .maps in xRadiant, nor recompile :([/QUOTE]

You must be missing something then, maybe profile, config etc,but I don’t think so…
Triple check that:wink:

I can’t open map neither,the brush structure is different in there,I tried adding
ā€œBrushdef 3ā€ before the brush name of Et mapfiles…But no luck, the brush coordinates are not written same either,and I don’t know how to do…

Example of a random brush In GtkRadiant:


// brush 0
{
( 2458 394 101 ) ( 2689 324 112 ) ( 2592 344 56 ) common/caulk 1 1 0 0 0
( 2595 350 48 ) ( 2694 331 107 ) ( 2459 401 94 ) common/caulk 0 0 0 1 1 0 0 0
( 2592 344 56 ) ( 2689 324 112 ) ( 2694 331 107 ) common/caulk 0 0 0 1 1 0 0 0
( 2689 324 112 ) ( 2458 394 101 ) ( 2459 401 94 ) common/caulk 0 0 0 1 1 0 0 0
( 2458 394 101 ) ( 2592 344 56 ) ( 2595 350 48 ) common/caulk 0 0 0 1 1 0 0 0
}

And in EtxRadiant:

// primitive 0
{
brushDef3
{
( 0 0 1 0 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common/caulk" 0 0 0
( 0 1 0 -256 ) ( ( 0.03125 0 62 ) ( 0 0.03125 56 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -256 ) ( ( 0.03125 0 2 ) ( 0 0.03125 56 ) ) "textures/common/caulk" 0 0 0
( 0 0 -1 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -192 ) ( ( 0.03125 0 0 ) ( 0 0.03125 56 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 -256 ) ( ( 0.03125 0 0 ) ( 0 0.03125 56 ) ) "textures/common/caulk" 0 0 0
}
}

Varsovie successed opening it in original xReal,but I don’t remember how,it’s a few pages ago on this topic…


(daz2007) #208

[QUOTE=BackSnip3;268027]@Avoc:
There are some already-compiled-paks in the page 9 of this topic, you just need to extract it in a Enemy territory installation and then you launch ETxReal.exe and it works :slight_smile:
Maps needs to be recompiled,in order for example to have a sun that dynamicly casts shadows,but the shadermanual of xreal is down and I don’t know at all how to make a working sun in this engine xD
Using a parallel light works but gives much problems on shadows(see my previous post).:confused:

Also I started to make a playermodel, but it just crashed ET on maploading hihi[/QUOTE]

http://webcache.googleusercontent.com/search?q=cache:PKOMwuR_UokJ:xreal.sourceforge.net/xrealwiki/ShaderManual+XREAL+MANUAL&cd=1&hl=en&ct=clnk&gl=uk&source=www.google.co.uk


(Dragnadh) #209

Great, thanks. ;d


(Dushan) #210

MySQL database connection for ET:XreaL
I will update SVN later when I debug little problems with that …
But I believe that its functional (didn’t tested it yet) …

Now ET:XreaL NEED libmysql.dll to work … (Linux build broken, Mac also)
I will write some info about how to use MySQL so everybody know …

EDIT: Or I think that I will write :slight_smile:



(Kic) #211

If I understound engine is cappable to run normal created ET map without give error ( bad shader , script ) and so on ?


(n00btime) #212

Hey all,

Had an old account here, but I can’t seem to get back into it.

Anyway, just browsing through this thread and wanted to announce that I’ve taken this up as my pet (and self-educational) project, forking from the ET-XReaL Git. It seems like the GPL’d sources were a little rushed out the door, so there’s substantial clean up to be done. From browsing the code for the past few days, here’s what I plan to do:

Things players will care about:

  • Make the XReaL renderer’s integration a little more robust (things break here and there).
  • Fix md3/md5 models. A few people here noticed the geometry issues.
  • Implement the half-finished thread support. No more annoying skipping sounds, possibly higher fps, etc.
  • Use OpenAL for 3D sound, so no more close/far .wavs.
  • Shape up the network code (IPv6 likely).
  • Make the client lighter and the server heavier to compensate for the loss of Punkbuster.
  • Figure out a scheme to prevent clobbering of the UI by custom .pk3s; give user option to choose.

Things coders care about:

  • Either fix up the scons build system or move to CMake.
  • See if I can’t get it to keep not reload all resources between maps, so load times drop.
  • Introduce support for better (Ogg Vorbis?) sound formats to let maps be smaller and load faster.
  • Maybe port to GLFW for OpenGL and input handling. Currently all platform-specific details are handed-coded and it’s a little unmaintainable.
    Edit - Going to try to keep the engine’s external interface as consistent as possible, so all current ET mods will continue to work.

I haven’t looked too much at any of the tools developed in concert with XReaL (like the radiant fork), but if I want this to matter, I guess that will happen. My repo is private for now, but that will change once I have something to show for my effort.


(RazorKiller) #213

I really dont see any point of doing this all, because Dushan already did 90% of things that you are planning to do (OpenAL, IPv6, OGG, MD5 support, guid system for players), and its already there in his SVN. For time that I watched his SVN, he already continued from ET-XreaL GIT fork. I belive that Dushan continued with ET:XreaL after 6 months when there wasnt any progress and when project was abandoned from its original developers, and why you didnt continued sooner?.

I really dont see any point in having two same projects …
Why you dont join with Dushan and create together?
And entire code must be GPL and free for all who want to see …
And what was your old account here before?


(n00btime) #214

Well one answer is that I wanted to do most of those things to see how their implementation works. I’m a systems-level guy by trade, so multimedia, network programming, and the like are foreign areas for me.

The other answer is that I was not aware that he did all of this already =) The iowolf, XReaL, and other less mentionable projects had all stalled so I figured no one was out doing this stuff. I followed development and got interested when the XReaL repository disappeared.

A quick note, not all the code needs to be GPL, since a bunch of the stuff included with the ET release and added by XReaL are not themselves GPL’d. I meant to say that I have limited bandwidth on my machine and don’t want to bother setting up anonymous reads when there’s little difference from the original fork =)

SVN isn’t the greatest for cooperating, but I’ll pull from his to see if I have anything to offer. I would tell you my original account, if I remembered the name haha, but I registered it a year after ET was released and have forgetten the name and the e-mail I registered it under. Thanks for bringing this to my attention.

Edit - Seems his SVN is either not listed or I’m too tired to find it. If anyone could point me to the address or tell me that there isn’t one, that would be great.


(RazorKiller) #215

One tip for you. Entire XreaL and ET-Xreal code is GPL based, so your project MUST be also GPL based. Check if you dont believe check, repo didnt disappear like you say. Its just inactive because developers abandoned their projects.


(n00btime) #216

I think we’re misunderstanding each other. Because of the nature of the GPL, anything, under a GPL-compatible license, combined with it is GPL’d as well. For example, libcurl is used for HTTP/FTP redirects and uses the MIT license. So, in essence, we’re both saying the same thing. This is irrelevant, since I was going to release my code under the GPL anyway, even if I wasn’t forced to.

The other point is also semantics. I know the repository still exists (or else I wouldn’t have my code at all haha). My friend, you seem a little contentious, considering I’m offering my free time to improve this game =) I’m not looking to reinvent the wheel or split the camp in two. If Dushan will give me read-access to his repository, I will gladly help.


(Dushan) #217

To stop this before it start burning on all sides … I really don’t see any problem with this or why would anybody have problems with this. I believe that everybody have read-access already (non members also) in repo, and I choose SVN because is easier for others to download entire trunk in zip file.
Like Razor posted … I also don’t see any meaning in two same projects … but how you wish, you choose like that and am OK with that also :slight_smile: . You can find here in topic links to SVN (I believe that if you read entire topic, that you found it already :wink: ) …
I believe that entire community would have benefits of it …


(sondzhi) #218

The project page of Dushan’s fork can be found here:
http://www.assembla.com/spaces/xreal-et/tickets

Actually it would be better if coders would group up because there is/was already an et-xreal bugfix project called OpenTerritory, which can be found here: http://www.openterritory.co.uk/

Respectively the source here: https://bitbucket.org/tcmreastwood/raedwulf-et

I mean it’s all up to anyone to do his own thing, but wouldnt it be smarter to work then in a team, especially if there was already progress on certain things?


About the SQL interface:

That’s ****ing neat! I know it’s possible, the other question is if it can be made secure, but it would be cool if the servers which are running ET-XreaL would transmit their data to a master server where all the ingame stats would be calculated and published in real time, similar to Quake Live with awards :slight_smile:


(stealth6) #219

[QUOTE=sondzhi;268174]
About the SQL interface:

That’s ****ing neat! I know it’s possible, the other question is if it can be made secure, but it would be cool if the servers which are running ET-XreaL would transmit their data to a master server where all the ingame stats would be calculated and published in real time, similar to Quake Live with awards :)[/QUOTE]

That would not be neat imo, I hate global stats etc all new games seem to have it, but it just sucks. Then everybody is worrying about their stats etc… So less fun.


(acQu) #220

Hey, i pretty much lost overview on this project. Can anybody tell me now what this is all about ? Because i see you are currently adding bug fixes and stuff, which obviously is not part of just the renderer … I thought this is a pure renderer project O-o