Et: Xreal


(n00btime) #221

[QUOTE=Dushan;268173]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 …[/QUOTE]

Ahhhh, I see, I found the link right before it was reposted (thank you sondzhi). Yes I am all for working together. I wasn’t ready to flame or anything. I was just trying to get information and RazorKiller seemed a bit oppositional, that’s all.

On the idea of Punkbuster, I’m glad it’s gone. But we have a new challenge now: how do we make sure the clients behave now that the source is available? I have some ideas, but I’ll poke around the source to see what has changed first. Thanks Dushan!

Edit - 2 posts during my reply lol. +1 to the idea of global stats turning the game from fun into bean-counting.


(stealth6) #222

Well that project seems to have died, as did pretty much all other projects :smiley:
Now Dushan has picked it back up, but has other ideas for it? I’m still just looking as to where this is going :smiley:


(sondzhi) #223

Yeh, anyhow “global stats” are kinda already available via Splatterladder or trackbase.
This implementation via SQL would be just more accurate, so far the theory.

If you dont want ppl worrying over their ratings you would need to remove splatterladder and trackbase from the internet.


(n00btime) #224

My opinion is that no games that I’ve played have been better than ET in terms of gameplay mechanics. Encourages teamplay (somewhat ruined by mods lol), skill over time commitment, etc.

People left ET for the likes of Call of Duty because, well, they’re shinier. By fixing up a new renderer and getting rid of the old gripes people had with the game, they’ll come back. Obviously, lag is one. You know, just those things that people see them and say “Oh yeah, ET just does that.” Those can be fixed now.


(Dushan) #225

About SQL … I added initial port there … but there are some bugs … I connected ET:XreaL in localhost (with WampServer, Apache and MySQL) for testing … Game say that its connected (cvar db_status is 1 - automatically changed) … but when map change it crash in libmysql library … Game show me that its disconnected from MySQL database … but when it start to initialize it dont show me any info (need to debug problem). I will add that on my TODO list and debug problem later (or anybody other if want ofc) …


(n00btime) #226

If I have any patches, where should I send them? It seems like, from SVN log, that you’re programming from the Windows side. I’m willing to work through the Linux portion.


(stealth6) #227

Well ET is riddled with many more problems than just the graphics, but a graphical update would be pretty nice :smiley: I am also a BIG fan of making old maps and mods still work on the Xreal version. That’s very nice to not see all that work go to waste.

Problem with modern games imo is they have no depth, cod for instance is a game you can learn inside out in a day or 2. battlefield is a nice game imo, unfortunately they have closed it up both serverside and modding is also impossible. so yer… And the optimization is also pretty sloppy for the pc, lots of lags and graphical problems.
Seems more and more publishers are just trying to rush out games to get big bucks…


(Dushan) #228

Scons need to be updated for Linux support …
Mac is problem …


(Shanks) #229

You should have debug symbols loaded for your engine, unless you did something silly like build a Release and not a Debug. Just do a debug trace and see where your problem is…
Also for something like this I’d recommend using SQLite instead of MySQL since it doesn’t require a database server to be running which reduces overhead.


(Dushan) #230

This is my latest work … still need to debug … I will do this in next few days …


About SQLlite … on start I have think about that … but now here we have MySQL … and am too lazy for SQLlite now …


(n00btime) #231

I fixed compilation for Linux. Game runs just fine on x86_64.

I’m attaching a patch against revision 73 of the repository, since I don’t know the best way to get it to you =) I put include guards around all the MySQL stuff, since you use windows.h and I of course don’t have that. Just wanted to warn you, since it might mess up your Visual Studio. Just wanted to prove that I can help =P

Also, note that I renamed the patch from .patch to .txt to make the forum happy.

Edit - Pulling patch because it didn’t support OpenAL compilation properly. Fixed now though


(acQu) #232

Well i must admit this is exciting :smiley:

Some questions and an offer. First the question. Which codebase do you use ? I haven’t looked the source so far. I am just curious which codebase you use for the game module and the client module and the ui. I assume it is ETSDK 2.6d. Can you give some more information ?

And second the offer. if you want to, you can abuse my work if you want. ^^ Only condition would be you having to trust me and using my codebase as a whole. Because i am not willed to rewrite every change i have made and write it to svn, which is probably what you would demand, and what i can understand. Just, to clear you a bit up about myself. I am working on a fairly clean mod for ET, which could be described of some sort of advanced etmain mod version. I started this project like 4 months ago and did from there slowly proceed, whenever i felt like doing some coding for my own education. So up to this moment what is missing in this mod is LUA support and ETPromapscripting, this is on my To-Do list. EtPromapscripting is done 50% though, at least at the very moment i am able to offer an alternative mapscripting directory. What i have done so far is XP Save Support, Admin System (shrub like command with very reduced instruction set like !rename !kick !ban, nothing like !mailbox or anything other fancy commands like war commands, this will be part of another mod),AI Support (Omnibot), Hitsounds, Chrukers Bugfix project (100% done except for some few i couldn’t agree on), general bugfixes and security fixes (e.g. callvote exploit).

Also: there is another project based on etpub source code you could use as codebase for your work. I am not sure though if they want to get involved in this, but i am sure they would also offer you some of their quality when you ask them for :slight_smile: The difference between these two mods you could use is that the one is based on etpub source (theirs) and mine on pure ET game code (ETSDK 2.6b).

Anyway, i hope you are able to fix FPS problems, and then maybe you could come back to that offer. Hope was no offtopic, but i had the feeling i had to clear that up somehow, dunno :confused:

Greetz


(n00btime) #233

If you’re using the ET-SDK (the one released a few years ago), then most of your changes would be separate to Dushan’s. He forked off of XReaL-ET, which was 99% a change to the renderer which is part of the game engine. Put another way: his changes are mostly to ET.exe and yours would be to the DLLs (qagame, cgame, and ui).


(Shanks) #234

[QUOTE=Dushan;268210]This is my latest work … still need to debug … I will do this in next few days …


About SQLlite … on start I have think about that … but now here we have MySQL … and am too lazy for SQLlite now …[/QUOTE]
Try using a password with your MySQL settings. I know I used to get that error all the time when I used a blank password with it.


(acQu) #235

If you’re using the ET-SDK (the one released a few years ago), then most of your changes would be separate to Dushan’s. He forked off of XReaL-ET, which was 99% a change to the renderer which is part of the game engine. Put another way: his changes are mostly to ET.exe and yours would be to the DLLs (qagame, cgame, and ui).

Sounds perfect, in theory :smiley: But what you are doing right at this moment is making almost 50% of my work completely useless in like 1 or 2 days lol. I feel so nooby :slight_smile:

I also think the one doing that work at the moment could take over your project in an instant :smiley: Because i know that it is a hell of a work he is doing right now, but seems no problem for him :smiley:


(n00btime) #236

Well that’s true, but everything is still a work in progress =) I don’t want to comment about anything since I’ve been looking at the source for only a little bit, but there is debugging to be done.

The good part about the way the engine is designed is that the changes WON’T break what you’re doing. There’s no point in throwing away all the work that the authors of ETPub, NQ, and others have done. So keep going on your project.


(Dushan) #237

I know about that … but there haven’t been progress for some time … I dont know did Raedwulf abandoned his project. I saw him on #xreal IRC channel few days ago. IRC channel is still alive … I believe that much of them based their projects on XreaL engine and when original project was abandoned their projects was also (if not abandoned, then stalled or on hold)… But there is always possibility that am wrong … If I am … Am really sorry, I didn’t mean to offend anybody …

[QUOTE=n00btime;268213]I fixed compilation for Linux. Game runs just fine on x86_64.

I’m attaching a patch against revision 73 of the repository, since I don’t know the best way to get it to you =) I put include guards around all the MySQL stuff, since you use windows.h and I of course don’t have that. Just wanted to warn you, since it might mess up your Visual Studio. Just wanted to prove that I can help =P

Also, note that I renamed the patch from .patch to .txt to make the forum happy.

Edit - Pulling patch because it didn’t support OpenAL compilation properly. Fixed now though[/QUOTE]

About scons … it isnt just OpenAL … you need to add RendererGL folder and files also there (in SConscript_engine), because now we generate two engines… (old ET and new Xreal engine, with two files, in my case .dll - renderergl.dll and renderergl3.dll) …
XreaL engine isnt anymore in in ETXreaL file, I have split that to have better control over files … so renderergl3 project isnt anymore static, its now dynamic … you need to change that also …

Also you need there to add additional includes directories, dependencies and preprocessor definitions, for all projects … SConscript_etmain_cgame and SConscript_etmain_game (you need to add there MV_SUPPORT) (in SConscript_etmain_game g_admin.c/.h files also) so when its compiled under Linux with scons it have multiview support for Linux clients and admin/shrubbot system.
For SConscript_engine you need to add USE_CODEC_VORBIS, USE_OPENAL, USE_OPENAL_DLOPEN, USE_LOCAL_HEADERS, USE_CIN_THEORA with new files that I added (and rendererGL files also). Also there you need to add q_platform.h (I separated it from q_shared.h) …

about 64-bit support … its more complex then that … We need to add support for 64bit native mods and make ET:XreaL x86_64 …

If I remember something else I will edit post … and am to lazy to update scons myself :smiley: :smiley:


(sondzhi) #238

OpenTerritory is/was intended to be a completely OSS alternative to the vanilla ET, the same as it is between OpenArena and Quake 3 Arena.

It should contain bugfixes, enhancements (similar to ioquake3) and the ported XreaL Renderer of ET-XreaL + new assets.

Afaik raedwulf is busy with studying thats why there was no progress the last 4 months but he is almost always idling on #xreal and #openterritory, so perhaps he is interested to help or that others joining this project.

However Dushan, it’s awesome to see that someone is bringing the code base forward, thank you! :slight_smile:


(daz2007) #239

The Lighting is Very Buggy, Some Surfaces appear too Bright


(Dushan) #240

I know about that bug … I think that I caused it when I experimented with light in XreaL engine …