Et: Xreal


(Dragnadh) #261

[QUOTE=sondzhi;269101]Imho without milestones this entire project wont work, so yes we have to think in small steps (eventhough small steps are elastic words).

The renderer can indeed compete with recent game renderers in certain features and in some not because the entire game world is at some point limited due to the idtech3 engine. ET-XreaL is just idtech3 with a graphical update.

Everything else would mean that you have to rewrite the whole engine to compete even with idtech5 or crytech3 engine and this will probably need years due to the fact that ET-XreaL coders doesnt get fully payed for hacking the et-xreal engine.

So yes the XreaL Renderer is there, lieing in front of us and people are less or more expirimenting with it right now. Where are the bugs, are there bugs and how will the renderer react if we use new assets, especially MD5 as model format and how will the entire game performance later be if we have a sample map done, like oasis for example.

Imho it’s like “question over question” and i think that they wont be answered if you at least dont give it a try with xreal.[/QUOTE]

^^ but tbh I would be happy if we just get ET with a graphic overhaul, it doesn’t have to be top of the line graphics but even alittle bit would be fine.


(Coroner) #262

I might have not been clear enough.

I am looking for something much less than Xreal. I don’t need md5 nor real-time lighting nor 90% of Xreals features.

I dont want to risk jumping on the huge-project-that-competes-with-modern-engines-and-is-even-better-(-in-parts-)-but-unfortunately-never-gets-finished train.

I am looking for relatively small specific renderer updates very similar to what Urbanterror HD does.


(Dragnadh) #263

Alright, cool.


(Tr3B) #264

The XreaL website is gone and won’t be back for a longer time. ET-XreaL was almost finished from the programming side view and I was the only active developer. I don’t have time to maintain the project anymore.

Well closing the doors seems at least to get others busy. :slight_smile:
I’m curious what Dushan and others will build on top of the latest ET-XreaL GIT code.

I uploaded the latest Win32 binary snapshot of my own version to http://sourceforge.net/projects/xreal/files/ET-XreaL/ .

I haven’t checked out Dushan’s fork yet.


(Dushan) #265

its your project not my :slight_smile: I just want* to finish it … if that is possible of course … Will I do it, that is question for one million dollar …
I added few stuff there, some bugs fixed … some created (more created I think) but all can be fixed … :slight_smile:

While you are still here :slight_smile: can you share little information on Java support in XreaL?


(Shanks) #266

Maybe I’m misunderstanding your post but the code in the engine has the renderer in it’s own thread which sounds a lot like what you’re trying to do here does it not?


(Tr3B) #267

Java support was an experiment how well Java can be embedded into the Q3A engine. The Q3A public headers to the game are a very slim interface and ideal for being replaced with Java or other virtual machines like Mono/C#.

XreaL compiled with #define USE_JAVA 1 replaced the Engine<->Game Dlls bridge with a new Engine<->Java Game bridge.
It looks for compiled Java classes in XreaL/<current mod>/classes/ or XreaL/<current mod>/game.jar.
So you can write an entire game in Java instead of C. The engine functionality is exposed using the Java Native Interface.
There is some experimental but working sample game code in XreaL/quaplexity/. You can compile the game.jar using SCons or using Eclipse if you load the Eclipse project file in that mod folder.

You can’t do much with the game code. Chatting, flying around and throwing physical boxes using JBullet.
However JBullet isn’t really good and physics should be rather implemented using PhysX or Havok if you care.

Overall an interesting experiment however it is not relevant for ET. I developed the Java bridge to make it possible to write mini games using the XreaL engine in less time. You can even remote debug the JVM better than with other engines like Unity 3D or the UDK.

I think ET’s gamecode has more than 200 000 lines of C code and rewriting it in Java wouldn’t be a real benefit.


(daz2007) #268

[QUOTE=Tr3B;269955]The XreaL website is gone and won’t be back for a longer time. ET-XreaL was almost finished from the programming side view and I was the only active developer. I don’t have time to maintain the project anymore.

Well closing the doors seems at least to get others busy. :slight_smile:
I’m curious what Dushan and others will build on top of the latest ET-XreaL GIT code.

I uploaded the latest Win32 binary snapshot of my own version to http://sourceforge.net/projects/xreal/files/ET-XreaL/ .

I haven’t checked out Dushan’s fork yet.[/QUOTE]

Does this have a better EtXRadiant (my VBA Expired cant See for myself) , Since i am unable to Import ET Maps into it, Although Doom 3 Maps work fine in ETXRadiant and ETXreal.

[QUOTE=Tr3B;269996]Java support was an experiment how well Java can be embedded into the Q3A engine. The Q3A public headers to the game are a very slim interface and ideal for being replaced with Java or other virtual machines like Mono/C#.

XreaL compiled with #define USE_JAVA 1 replaced the Engine<->Game Dlls bridge with a new Engine<->Java Game bridge.
It looks for compiled Java classes in XreaL/<current mod>/classes/ or XreaL/<current mod>/game.jar.
So you can write an entire game in Java instead of C. The engine functionality is exposed using the Java Native Interface.
There is some experimental but working sample game code in XreaL/quaplexity/. You can compile the game.jar using SCons or using Eclipse if you load the Eclipse project file in that mod folder.

You can’t do much with the game code. Chatting, flying around and throwing physical boxes using JBullet.
However JBullet isn’t really good and physics should be rather implemented using PhysX or Havok if you care.

Overall an interesting experiment however it is not relevant for ET. I developed the Java bridge to make it possible to write mini games using the XreaL engine in less time. You can even remote debug the JVM better than with other engines like Unity 3D or the UDK.

I think ET’s gamecode has more than 200 000 lines of C code and rewriting it in Java wouldn’t be a real benefit.[/QUOTE]

Android :slight_smile: - Quake 3 Was Ported to Android, ET would be cool


(jaybird) #269

I just happen to know someone who got the game code implemented in Java. It wasn’t complete, but it worked :slight_smile:


(Tr3B) #270

Well you can convert the .map files from Quake 3 to Doom 3.

  1. Convert it to to Quake 3 brush primitives using GtkRadiant 1.4 if you select brush primitives in the options. Just open and save the map.

  2. Convert the .map file from the Q3A BP format to the Doom 3 .map format using ETXMap.

./ETXMap.exe … -fs_basepath … -map2map -format quake3 …/etmain/maps/yourmap.map.

The converted result will be saved as …/etmain/maps/yourmap_converted.map.

If you skip 1) then you loose all texcoords on brush surfaces.

I have experience with CryEngine, UDK and id Tech 4 modding. The id Tech 3 tools are all total crap IMHO. :confused:
It’s really up to you what tools you want to use. ETXMap compiles maps created with GtkRadiant 1.4 and the DarkRadiant.


(daz2007) #271

i loaded the map in GTKRadiant 1.4 and i get Parse Errors


(Tr3B) #272

Well GtkRadiant 1.4 can’t load Doom 3 .map files. However anything else … dunno not my product. :slight_smile:


(daz2007) #273

lol 1.5 im using


(daz2007) #274

[QUOTE=Tr3B;270004]Well you can convert the .map files from Quake 3 to Doom 3.

  1. Convert it to to Quake 3 brush primitives using GtkRadiant 1.4 if you select brush primitives in the options. Just open and save the map.

  2. Convert the .map file from the Q3A BP format to the Doom 3 .map format using ETXMap.

./ETXMap.exe … -fs_basepath … -map2map -format quake3 …/etmain/maps/yourmap.map.

The converted result will be saved as …/etmain/maps/yourmap_converted.map.

If you skip 1) then you loose all texcoords on brush surfaces.

I have experience with CryEngine, UDK and id Tech 4 modding. The id Tech 3 tools are all total crap IMHO. :confused:
It’s really up to you what tools you want to use. ETXMap compiles maps created with GtkRadiant 1.4 and the DarkRadiant.[/QUOTE]

Still no Luck :frowning:


(Dushan) #275

Little progress :slight_smile:
I have added x86_64 support in ET:XreaL project …
But its only for Windows … (for now)

x86_64 compiled source
this is regular compiled source


(acQu) #276

Would be interesting to know what you think how this will effect performance ? :slight_smile:


(acQu) #277

Sounds great :slight_smile:


(daz2007) #278

[QUOTE=Dushan;270078]Little progress :slight_smile:
I have added x86_64 support in ET:XreaL project …
But its only for Windows … (for now)

x86_64 compiled source
this is regular compiled source
[/QUOTE]

cool, my 64bit windows expired :frowning: , is it faster though


(Tr3B) #279

I benchmarked ET-XreaL with 31 fritzbots in battery.
I had 100 fps on Windows 7 64 bit with a 32 bit build of the engine and 125 fps on Ubuntu 10.10 64 bit native build.

I guess I have to write a guide about the most important new renderer cvars like r_hdrRendering and the different shadowing modes.


(sondzhi) #280

[QUOTE=Tr3B;270201]
I guess I have to write a guide about the most important new renderer cvars like r_hdrRendering and the different shadowing modes.[/QUOTE]

In some cases it might be really helpful to have a reference what xreal renderer cvar is doing what :slight_smile: