Et: Xreal


(ren) #281

[QUOTE=Tr3B;270201]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.[/QUOTE]

How do you configure the bots on 64bit Ubuntu? I haven’t found 64 bit compiled omnibot version


(IndyJones) #282

he said fritzbots.


(Dushan) #283

Joystick support in ET:XreaL (Its incomplete so SVN isnt uploaded)



But problem there … how to control mouse over joystick’s DPAD?
does anybody have idea how to do that?


(n00btime) #284

Right, but the renderer itself is not multithreaded. Rendering operations will all take place serially. How much of the work can be parallelized remains to be seen, of course. Like I said, OpenGL is not thread-safe, so that’s a big undertaking.

You’re right though, I wasn’t clear. Rendering wouldn’t hold up other things. But nothing else is parallelized which is a huge pain. How many times have you been bumped by !spec999 because you did a /vid_restart? While all the textures, models, etc are being reloaded, the server doesn’t hear from you so your ping becomes >999. Would be fairly simple to have the client send the server a heartbeat every once in a while so it doesn’t think you dropped off the face of the earth. Just stuff like that.


(Shanks) #285

[QUOTE=Dushan;270462]Joystick support in ET:XreaL (Its incomplete so SVN isnt uploaded)



But problem there … how to control mouse over joystick’s DPAD?
does anybody have idea how to do that?[/QUOTE]
Look in IN_JoyMove.
Also be aware that the code only exists for one dpad I believe and no sticks so this would need to be updated a bit.


(IndyJones) #286

one more feature (for me was so natural that i forgot it doesn’t exist in et):

  • perhaps new shader - being able to shoot thru walls (with reduced range and damage of the bullet).

(Dushan) #287

[QUOTE=-bacon-;270478]Look in IN_JoyMove.
Also be aware that the code only exists for one dpad I believe and no sticks so this would need to be updated a bit.[/QUOTE]

I did and little experimented with relative axis and absolute axis to move like mouse, but nothing … any idea?


(Tr3B) #288

I added Xbox 360 Controller support in vanilla XreaL using SDL. However the result was that SDL is not the right library for that task. It works fine on Linux but you have to use a native implementation using XInput on Windows.


(KeMoN) #289

[QUOTE=IndyJones;270479]one more feature (for me was so natural that i forgot it doesn’t exist in et):

  • perhaps new shader - being able to shoot thru walls (with reduced range and damage of the bullet).[/QUOTE]

First the bad cheat-protection was discussed here. And now there should be another feature for hackers?..Well…


(IndyJones) #290

hackers? let’s say i see an enemy running away from me and hiding behind small wooden crate… and i can’t him him cause wood is 100% bulletproof? that’s the idea. concrete would be solid etc. there are many interesting ways to use it.


(Dushan) #291

SDL… I have problem with SDL in ETXreaL … I dont know how to hook it to old vanilla engine and new XreaL engine …


(Tr3B) #292

I don’t know why you want to use SDL at all. IOQuake3 saved some work with it but it introduced new problems and it’s even worse with OpenGL 3.2 or higher. There are really good reasons to not use SDL for windowing and input.


(Dushan) #293

I really didn’t know about problem with OpenGL … I thought that SDL is better then current windows and input management in Windows and Unix system that ET is using


(n00btime) #294

SDL = too much code to write. Of course having it all separate for each OS is waaay too much code. SDL has trouble with the newer OpenGL contexts, tr3b stated. It’s alright for what ioQuake is doing since they’re still using the stock renderer. But it would choke the new GL3 renderer.


(Indloon) #295

I´m getting this error: GL_ARB_depth_texture not found
Concole log:

ET 2.60d win-x86 Mar 10 2011
----- FS_Startup -----
Current search path:
C:\Documents and Settings\User\Desktop\ETXreal/etmain
C:\Documents and Settings\User\Desktop\ETXreal\etmain\xreal-et.pk3 (318 files)
C:\Documents and Settings\User\Desktop\ETXreal\etmain\pak0.pk3 (3725 files)


4043 files in pk3 files
execing default.cfg
couldn’t exec language.cfg
execing profiles/testing/etconfig.cfg
couldn’t exec autoexec.cfg
Hunk_Clear: reset the hunk ok
…detecting CPU, found Intel Pentium III
----- Client Initialization -----
----- Initializing Renderer ----
Loading “rendererGL3.dll”…done
Calling GetRefAPI…
GetRefAPI()

QKEY generated
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
…setting mode 6: 1024 768 W
…registered window class
…created window@151,70 (1030x800)
Initializing OpenGL driver
…getting DC: succeeded
…GLW_ChoosePFD( 32, 24, 8 )
…39 PFDs found
…hardware acceleration found
…PIXELFORMAT 3 selected
…creating GL context: succeeded
…making context current: succeeded
Using GLEW 1.5.5
Initializing OpenGL extensions
…using WGL_EXT_swap_control
…using GL_ARB_multitexture
----- CL_Shutdown -----
RE_Shutdown( destroyWindow = 1 )
Shutting down OpenGL subsystem
…wglMakeCurrent( D3010C87, 00000000 ): success
…deleting GL context: success
…releasing DC: success
…destroying window

…GL_ARB_depth_texture not found


(funRut) #296

[QUOTE=Genert;271283]I´m getting this error: GL_ARB_depth_texture not found
Concole log:[/QUOTE]
i got the same
the problem on my pc was that it didnt suport open Gl 1.0+
and if im right xreal run’s on 3.0
the solution is instaling it on another pc what suports 3.0+ :smiley:

-Rut.


(donmichelangelo) #297

[QUOTE=funRut;271344]i got the same
the problem on my pc was that it didnt suport open Gl 1.0+
and if im right xreal run’s on 3.0
the solution is instaling it on another pc what suports 3.0+ :smiley:

-Rut.[/QUOTE]

Well you could try the vanilla renderer via setting the cvar cl_renderer to “GL”, but i guess he wanted to try the new renderer features and to be honest, without new textures for the xreal renderer he wont see much differences, beside the side fact, that each maps needs to be recompiled with xmap to see an ET map in a “new light”…


(Indloon) #298

[QUOTE=funRut;271344]i got the same
the problem on my pc was that it didnt suport open Gl 1.0+
and if im right xreal run’s on 3.0
the solution is instaling it on another pc what suports 3.0+ :smiley:

-Rut.[/QUOTE]

Actually my card supports OpenGL 3.2.(HD 6870) I just forgotted an setting change in video card panel. Now I can open Xreal. Testing it atm.


(Dragnadh) #299

BUMP up the the post.


(acQu) #300

olol. Project is dead again :stuck_out_tongue:

hehehehee