question to active developer of ‘new engine et’.
is there any chance for stereoscopic display? 3d tv/monitors are becoming more and more affordable, and this would be certainly nice feature.
Et: Xreal
[QUOTE=IndyJones;339153]question to active developer of ‘new engine et’.
is there any chance for stereoscopic display? 3d tv/monitors are becoming more and more affordable, and this would be certainly nice feature.[/QUOTE]
Hmm. For who is this question? How I see, there are two active developers of “new engine et”
With no disrespecting to ETXreaL dev team and their work. But I believe that with new renderer engine you need rest of engine to follow and be updated. There is only renderer updating, you still dont have GUID, stuff like that what are essencial for gaming community and mod developing.
And note for Dushan - separate your work into new topic. Create separate topic for OpenWolf and tell us your progress.
[QUOTE=RazorKiller;339195]Hmm. For who is this question? How I see, there are two active developers of “new engine et”
With no disrespecting to ETXreaL dev team and their work. But I believe that with new renderer engine you need rest of engine to follow and be updated. There is only renderer updating, you still dont have GUID, stuff like that what are essencial for gaming community and mod developing.
And note for Dushan - separate your work into new topic. Create separate topic for OpenWolf and tell us your progress.[/QUOTE]
Xreal engine is by Tr3b if you didn’t know.
Dushan works on his own,improving Engine.
[QUOTE=Genert;339337]Xreal engine is by Tr3b if you didn’t know.
Dushan works on his own,improving Engine.[/QUOTE]
The project Tr3b is working on is more a graphics mod, not an engine, since he moved the whole game to the new render.
What I understand OpenWolf is pretty much the same. I just had a look at the ET: XreaL ModDB page, and it says Graphics mod and are listed in the mod page. 
[QUOTE=Shownie;339506]The project Tr3b is working on is more a graphics mod, not an engine, since he moved the whole game to the new render.
What I understand OpenWolf is pretty much the same. I just had a look at the ET: XreaL ModDB page, and it says Graphics mod and are listed in the mod page.
[/QUOTE]
OpenWolf is using the same, new renderer from Tr3b. The main difference is that OpenWolf includes some newer libraries, or integrated some other functionalities too - for example it has an integrated newton pyhsics library, and a half finished mysql based xp storage system. Unfortunately I don’t have too much time to contribute more, I’m only able to fix the problems in the linux compilation
ET:Xreal Looks very Promising and is speeding Up
It Really Makes sense for Open Wolf and Et:Xreal to be One Project
Tr3B Works on Renderer and Dushen and Many Other Team work on the other Bits, would be Awesome if Irata/shownie/jaybird Joined to Develop the Game Code with Noquarter as Base. Then it Could be a Worthy Successor to ET.
They are thousands of Map created for ET, all off them Should Work with ET:Xreal and look as they are suppose to in Vanilla ET, when with a Map created in EtxRadiant then the Newer Technology Kicks in like Real Time Lighting this could be done by versioning Maps, Xreal Maps (bsp version 48) when detected … they should Use Seperate Shader Paths also
in Vanilla Maps the Light are already pre-Rendered makes no Sense for Additional Lighting and makes maps looked Washed out.
To correct you, I am not a Programmer, I’m a Graphics artist 
But indeed would be nice if all went together, but that won’t happen since they are to selfish about thier codes for this FREE and OPEN SOURCE GAME 
Well maybe they will think twice when ETXreaL and OpenWolf is “finished”, though I like the OpenWolf title more 
Talking about who would join with project if it’s imbossible,then where is Bani??
The guy who made ETTV,ETPro,Banimod,the guy who worked on ET2.60 and 2.60b,the guy who works in Microsoft.
He is just amazing,anyone got his contacts?
[QUOTE=Genert;341165]Talking about who would join with project if it’s imbossible,then where is Bani??
The guy who made ETTV,ETPro,Banimod,the guy who worked on ET2.60 and 2.60b,the guy who works in Microsoft.
He is just amazing,anyone got his contacts?[/QUOTE]
Nja … that is a call i would certainly follow. Bani and all the “oldschool guys”, like jaybird or nq devs, or etpub devs, this would certainly be a dreamteam 
Not to forget about omnibot devs or all who contributed like bacon or dutchmeat 
I am not sure, but bani was not alone with etpro, there are like three or four more 
Also there is a lot of new and fresh programmers which can contribute some amazing stuff as well as those “old school” guys.
[QUOTE=Shownie;341566]I am not sure, but bani was not alone with etpro, there are like three or four more 
Also there is a lot of new and fresh programmers which can contribute some amazing stuff as well as those “old school” guys.
[/QUOTE]
Yeah,but it was like:
Bani worked out code.
Others worked on UI,desing and improved code.
Also if you check Etpro 3.2.6 Ui folder,you see .dat file,anyone knows what it does?
[QUOTE=Tr3B;338587]I created a Mod DB entry for ETXreaL so we have a community portal site besides the devsite at sourceforge.
http://www.moddb.com/mods/etxreal[/QUOTE]
I am Trying to Map For ETXreal but i Cannot Run any maps in Game
I keep running into this error
“Z_Malloc: failed on allocation of 16777240 Bytes from the main zone” regardless of what i set com_hunkmegs"
I even Set it to 1024mb with no Change, yet 16777240 Bytes is only 16Mb
A google of Error and many are getting that error using xreal with exact amount of bytes
http://www.google.co.uk/search?sourceid=chrome&ie=UTF-8&q=16777240+bytes#sclient=psy&hl=en&source=hp&q=16777240+bytes+&aq=f&aqi=&aql=&oq=&pbx=1&bav=on.2,or.r_gc.r_pw.&fp=2318d3a2eff346d5&biw=853&bih=560
I hope this Bug is Fixed for easier Mapping
Another Bug
I always run into CG_ParseSpawnVars: EOF without Closing Brace when mapping in etxradiant
Guys. True is… No matter what you say. I strongly believe that entire this project from post #105 on page 6 (date was 28th Feb 2011) to last post until Tr3B “returned”. Dushan keep this project alive. And to have more then > 29.000 view’s here at SD forum its all because of him.
I say “returned”, but I believe that only reason why Tr3B returned to ET scene was because he was afraid that somebody will takeover his project.
Only post from “Xreal” community was on post number #56 and “Der’saidin”.
You can see that he never posted on this forum until Dushan posted his progress on that (now its called OpenWolf) ET-XreaL.
Maybe for somebody this will be full trolling and attacking somebody who will give ET community new “mod” of ET. But how much I read on this forum, nobody want new “mod” of ET, everybody want new version of engine and game.
I don’t defend Dushan. But from post number #105 to last post until Tr3B returned, after reading several times entire topic, I got expression that he really keep this topic and project alive.
As for him … I can say just DON’T MERGE AND ADD ALL STUFF THAT YOU WANT.
Give community some RC or BETA build to test and check entire progress. I as application developer know that there isn’t on market any software that is bug free, or have all features. But at least somebody of us, don’t want to compile application with PREMAKE or VS2010.
Focus yourself on what is important and what community expect of your project.
And this is bigger and better
Dushan please don’t sell me an outhouse and tell me it’s a Taj Mahal!
At least tell us what is your goal with OpenWolf? What you expect of it? More details?
Dont say that “you do this for your own pleasure” … and s$it’s like that.
Nobody is willing to spend countless hours coding/merging/adding/fixing stuff for “his own pleasure”.
And for something that WILL NOT get any money.
As for community
ETPro and noquarter don’t work because they check the ET.exe. If they don’t cooperate and add a check for ETXreaL.exe … well I don’t care. It’s your community.
I really, but really believe that Tr3B don’t care about ET community. And that is true
As for working together and make OpenWolf and ET:XreaL same project … It will not happen. At least that is what I think. I see no conversation between Tr3B or Dushan about coding together. Only terms from Tr3B to him.
As you can see on post number #346 on page 18
I don’t want the official ET-XreaL builds to be confused with your project.
And I believe that OpenWolf have bigger potential then ET:XreaL.
I as server&clan admin want to see Q3, Tremulous, Urban Terror … MySQL, GUID and all other features in next gen. Wolfenstein Enemy Territory. Maybe for Tr3B and others is that nonsense, but for regular gamer and player, that is BIG [capital BIG] ++++.
Before you guys all flame and start reporting and give reputation points on this post.
Really think about it, think again and then write post. I would like that I get reply from Tr3B and Dushan about this post if that is possible. But I would like truth, no trolling from kids who are 15 or some and stuff like that.
Both guys seem to have made great progress with updating the renderer and engine and it looks like we are close in getting a real new-gen Enemy Territory, something that many fans have searched and asked for many years.
It truly is a shame if two talented individuals can’t work together. Maybe they have differences in vision or in the way they script, but in the end they could get a lot of work done if they joined forces - perhaps with an artist who could help them with the visual side of things?
shader: 'textures/baserace_summer/ops_axis_tactical_2'
shader: 'textures/baserace_summer/ops_allied_tactical_4'
shader: 'textures/baserace_summer/ops_axis_medical_2'
shader: 'textures/baserace_summer/ops_allied_medical_4'
shader: 'textures/baserace_summer/ops_axis_medical_3'
shader: 'textures/baserace_summer/ops_axis_medical_1'
shader: 'textures/baserace_summer/ops_axis_armory_3'
shader: 'textures/baserace_summer/ops_axis_armory_1'
shader: 'textures/baserace_summer/ops_axis_armory_4'
shader: 'textures/baserace_summer/ops_axis_armory_2'
shader: 'textures/baserace_summer/cp_allied_wall'
shader: 'textures/sfx/blueconstruction'
shader: 'textures/baserace_summer/cp_allied_asstower'
shader: 'textures/baserace_summer/cp_allied_gate'
shader: 'textures/metal_misc/metal_m04dg'
shader: 'textures/baserace_summer/cp_allied_medical'
shader: 'textures/baserace_summer/cp_allied_tactical'
shader: 'textures/baserace_summer/cp_allied_armory'
shader: 'textures/baserace_summer/cp_allied_engineering'
shader: 'textures/baserace_summer/supplybox_ammo_allied'
shader: 'textures/baserace_summer/cp_allied_spawn'
shader: 'textures/baserace_summer/supplybox_health_allied'
shader: 'textures/baserace_summer/ops_allied_engineering_1'
shader: 'textures/baserace_summer/ops_allied_tactical_3'
shader: 'textures/baserace_summer/ops_allied_tactical_1'
shader: 'textures/baserace_summer/ops_allied_tactical_2'
shader: 'textures/baserace_summer/ops_allied_medical_2'
shader: 'textures/baserace_summer/ops_allied_medical_1'
shader: 'textures/baserace_summer/ops_allied_medical_3'
shader: 'textures/baserace_summer/ops_allied_armory_1'
shader: 'textures/baserace_summer/ops_allied_armory_3'
shader: 'textures/baserace_summer/ops_allied_armory_2'
shader: 'textures/baserace_summer/ops_allied_armory_4'
shader: 'textures/baserace_summer/allied_teamdoor'
shader: 'textures/egypt_door_sd/siwa_door_axis'
WARNING: no lightmap files found
...loading planes
...loading surfaces
RE_SetFog( fogvar = 5, var1 = 0, var2 = 5, r = 0.110000, g = 0.130000, b = 0.150000, density = 0.200000 )
----- CL_Shutdown -----
RE_Shutdown( destroyWindow = 1 )
------- R_ShutdownImages -------
------- R_ShutdownVBOs -------
------- R_ShutdownFBOs -------
------- GLSL_ShutdownGPUShaders -------
Shutting down OpenGL subsystem
...wglMakeCurrent( 8D0124E8, 00000000 ): success
...deleting GL context: success
...releasing DC: success
...destroying window
-----------------------
----- Server Shutdown -----
==== ShutdownGame ====
---------------------------
Z_Malloc: failed on allocation of 16777240 bytes from the main zone
Any help with this repetitive Error
[QUOTE=daz2007;345089]
shader: 'textures/baserace_summer/ops_axis_tactical_2'
shader: 'textures/baserace_summer/ops_allied_tactical_4'
shader: 'textures/baserace_summer/ops_axis_medical_2'
shader: 'textures/baserace_summer/ops_allied_medical_4'
shader: 'textures/baserace_summer/ops_axis_medical_3'
shader: 'textures/baserace_summer/ops_axis_medical_1'
shader: 'textures/baserace_summer/ops_axis_armory_3'
shader: 'textures/baserace_summer/ops_axis_armory_1'
shader: 'textures/baserace_summer/ops_axis_armory_4'
shader: 'textures/baserace_summer/ops_axis_armory_2'
shader: 'textures/baserace_summer/cp_allied_wall'
shader: 'textures/sfx/blueconstruction'
shader: 'textures/baserace_summer/cp_allied_asstower'
shader: 'textures/baserace_summer/cp_allied_gate'
shader: 'textures/metal_misc/metal_m04dg'
shader: 'textures/baserace_summer/cp_allied_medical'
shader: 'textures/baserace_summer/cp_allied_tactical'
shader: 'textures/baserace_summer/cp_allied_armory'
shader: 'textures/baserace_summer/cp_allied_engineering'
shader: 'textures/baserace_summer/supplybox_ammo_allied'
shader: 'textures/baserace_summer/cp_allied_spawn'
shader: 'textures/baserace_summer/supplybox_health_allied'
shader: 'textures/baserace_summer/ops_allied_engineering_1'
shader: 'textures/baserace_summer/ops_allied_tactical_3'
shader: 'textures/baserace_summer/ops_allied_tactical_1'
shader: 'textures/baserace_summer/ops_allied_tactical_2'
shader: 'textures/baserace_summer/ops_allied_medical_2'
shader: 'textures/baserace_summer/ops_allied_medical_1'
shader: 'textures/baserace_summer/ops_allied_medical_3'
shader: 'textures/baserace_summer/ops_allied_armory_1'
shader: 'textures/baserace_summer/ops_allied_armory_3'
shader: 'textures/baserace_summer/ops_allied_armory_2'
shader: 'textures/baserace_summer/ops_allied_armory_4'
shader: 'textures/baserace_summer/allied_teamdoor'
shader: 'textures/egypt_door_sd/siwa_door_axis'
WARNING: no lightmap files found
...loading planes
...loading surfaces
RE_SetFog( fogvar = 5, var1 = 0, var2 = 5, r = 0.110000, g = 0.130000, b = 0.150000, density = 0.200000 )
----- CL_Shutdown -----
RE_Shutdown( destroyWindow = 1 )
------- R_ShutdownImages -------
------- R_ShutdownVBOs -------
------- R_ShutdownFBOs -------
------- GLSL_ShutdownGPUShaders -------
Shutting down OpenGL subsystem
...wglMakeCurrent( 8D0124E8, 00000000 ): success
...deleting GL context: success
...releasing DC: success
...destroying window
-----------------------
----- Server Shutdown -----
==== ShutdownGame ====
---------------------------
Z_Malloc: failed on allocation of 16777240 bytes from the main zone
Any help with this repetitive Error[/QUOTE]
Increase the size of your swap file.
Concerning the zone memory problem. It is com_zoneMegs. It might be broken and it is even hardcoded in ioquake3. The zone/hunk memory manager is a complete mess and I will replace it by a dynamic system later.
Concerning OpenWolf and other engine forks. I have experience with people who fork XreaL or ioquake3 add 2-3 features and claim it as their uberproject. Those projects are all gone except UrbanTerror’s own engine fork.
Most people simply don’t have the skills to improve the Quake engine without introducing new problems.
So far Dushan did only 99% merging stuff from XreaL and ioquake3 so I’m skeptic if OpenWolf will survive.
Merging is not programming. Dushan even merged stuff from XreaL like the SDL Xbox 360 controller code where I must say that it was wrong to write it at all because I know that SDL is the wrong choice for input today. It worked perfectly on Linux and it was broken on Windows due to SDL’s code.
I think that many ioquake3 changes are just crap and ioquake3’s code needs way more testing. The project is Linux centric and there are are no big improvements for any Windows gamer except OpenAL surround sound support. That is one of the reasons the UrbanTerror team had no problem to ditch ioUrbantTerror and started to write their own fork based on the original Quake3 1.32c version.
I don’t have much free time. I will only offer a new updated engine that allows the community to replace the old media assets with new ones that can be state of the art. ETXreaL is going to be something like Quake2XP or Berserker@Quake3 and not much more.
Concerning if I care about the ET community. As long as their won’t be support for ETXreaL by ETpro or other closed source mods it is almost impossible to open the server browser and find a server where you can actually connect. This situation is very annoying. I know fretn from ETpro and it is possible that ETpro will be open source this year. If that is really the case then it will be supported by ETXreaL. That was the only sign of cooperation between my project and the old ET mod devs so far.
I’m thinking very similar as Tr3B about the current ET engine projects.
However we’ll try to support ETXreaL by the next NQ release (1.3.0).
That would be awesome 