Et: Xreal


(Dushan) #481

Just to post. I will never hide that 99 percent of changelog in what am doing is based on changes from ioQuake and XreaL. And I will never try to denied that or that I used code from other IDTech3 based projects …
Personally I added changes that for me was missing in original Wolfenstein Enemy Territory and ET:XreaL. That’s why I created fork of ET:XreaL and merged/added stuff there.
Maybe and for sure there are some problems with stuff that is released with GPL2 and GPL3 code. It’s valid concern and am not lawyer so I don’t understand problem with that.
I agree that merging isn’t coding, but you cannot reinvent the wheel again and at least for me I don’t see any problem with using other codes from other GPL projects, ofc if you respect other projects and people who work and fix/add changes to that project. But if that is problem and if somebody have problem with that I will 100% stop doing that, and delete everything.
I also don’t see any valid reason of attacking/defending anybody who try to do something good for everybody (or himself).
Maybe that is odd for all, but really I do this for myself … nobody would know about this, but Scennative posted info on this topics, and so story gone this far …
That’s why I created and broke like everything because this was never planned for others to use or know, and didn’t posted any release of anything else, except in few times my debug version what I was using on that time (I believe that others coudn’t use that anyway).

You may judge me how you wish or like. At least am honest.


(Mateos) #482

If people is interested to help as coder or another work, do you have a list or something about what kind of people can help?


(daz2007) #483

Someone with the Intelligence of John Carmack Maybe


(Eonfge) #484

When the source was released, everyone and his mother wanted to work with it. Because most people are stupid, and a single mum can’t do much, most projects ended up on the land fill. That’s a said but not problematic. Multiple projects were started, some by bedroom programming mothers and some by small teams that have more experience. ET Xreal is one of those projects. The original scope of the project was to make a technical transition, nothing more. As a result Open Territory was founded.

But as an inevitable downfall, all that forking from all over the place made it a cluster****. So Open Territory ‘merged’ with ET Xreal. TheDushan also moved over to ETX as a central base to work from. We decided to work together and I for example contribute my work to ETX, as close to the fork-tree-root as possible.

Moddb
This site is now our largest press site. It’s not exactly exiting, but it at least tells you what’s happening and it will be updated very soon. Tr3b already pointed out that this is more like Skulltag, EzQuake or Knightmare Quake II. But hé, isn’t Quakeworld not the Valhalla it self?

It is difficult to give the project enough momentum to make it worthwile for players to care, but I can confirm that there are many new HQ textures and that we are looking into new assets and audio.

This will look awesome:
:flamethrower:

But from a more positive side… if your body temperature is around 37 Celsius and you can control a computer, you might be able to help us. If you work on maps or textures, think about the possibilities when you use ETX.

So as a public outrcry:
If you are working on maps or assets in general, join us!

visit us at irc.freenode.net at #Xreal


(daz2007) #485

Here is a Some Requests for Open Territory, Increase or Remove these Limitations

MAX_GAMESTATE_CHARS
MAX_STRING_CHARS
MAX_STRING_TOKENS
MAX_TOKEN_CHARS
MAX_MODELS
MAX_SOUNDS
MAX_CSSTRINGS
MAX_CS_SKINS
MAX_CS_SHADERS
MAX_MULTI_SPAWNTARGETS
MAX_CONFIGSTRINGS
MAX_DLIGHT_CONFIGSTRINGS
MAX_SPLINE_CONFIGSTRINGS


(Mateos) #486

Why? To make the game laggy?


(daz2007) #487

Yes, NQ (1.3.0) Should indeed be the base mod for Open Territory, its much More Fun then Etmain

The Only Thing that would be Missing is Anti-Cheat Software., I did found this
http://wolfwiki.anime.net/index.php/IAC#ETPro_Anti_Cheat


(Mateos) #488

NQ is very great mod… But compare FPS between other mods and NQ. That’s why I test my map VIS on NQ :stuck_out_tongue: Don’t add too much. Fun OK, but it’s a WWII game remake, not a fun double-jump over9000 fun cvars game…


(daz2007) #489

Quake 3 Engine is 12 years Old, The Only Reason for Lag is because its unoptimised for Modern PCs and Broadband, Now its Open Source those Can Be Fixed with a Coder and a Right Mind.


(Mateos) #490

Well, CoD MW3 is based on CoD MW2 which is based on CoD 4 which is based on CoD 2 which is based on CoD engine.

This game isn’t like BattleField, you don’t have plenty of Km² to explore, the limits you’ve cited are usually far not reached…

Make shaders supports 3 textures at once? :stuck_out_tongue: When I see the Polymer rendrerer for Duke Nukem 3D for exemple, it shows there’s limits for everything. Just improve the graphics and the performances… Additions will come later. It’s impossible to do it all at once, it would turn into a mess with no name.


(daz2007) #491

[QUOTE=Mateos;347446]Well, CoD MW3 is based on CoD MW2 which is based on CoD 4 which is based on CoD 2 which is based on CoD engine.

This game isn’t like BattleField, you don’t have plenty of Km² to explore, the limits you’ve cited are usually far not reached…

Make shaders supports 3 textures at once? :stuck_out_tongue: When I see the Polymer rendrerer for Duke Nukem 3D for exemple, it shows there’s limits for everything. Just improve the graphics and the performances… Additions will come later. It’s impossible to do it all at once, it would turn into a mess with no name.[/QUOTE]

Well, CoD MW3 is based on CoD MW2 which is based on CoD 4 which is based on CoD 2 which is based on CoD engine which is Based on RTCW which is Based on Quake 3 Which is Based on Quake 2 Which is based on Quake 1 which is Based on Doom 1 which is based on Wolfenstien 3D which is based on Hovertank.

hehe

Yes, But I bet Cod MW2 does not have a 16000 Gamestate Char Limit.


(Mateos) #492

Activision FTW. Maybe, but as I said it’s not the same gaming dimension… If you see what I mean? I can’t see in an ET map over9000 new stuff… maybe the last Diego map, and even him will hardly reach the limits (If so, he cuts the maps in two). If ET was open-space (Ah, found the word), it would need to have these limits increased, and some performance scripting behind (VIS blocking would be of no use). Correct me if I’m wrong :slight_smile:


(daz2007) #493

Have you Seen how Crysis Renders Hugh Maps with tons of Forestry/Foliage at Decent FPS.

But ET cant Even Render a Small Forest Map with Foliage at Decent FPS. I Get more FPS in Crysis then i Do it ET, that is How Unoptimised Vanilla ET is.


(Mateos) #494

You are comparing an DX9 engine from the beginning of the decade with one of the newest engine, supporting DX11, with a tons of new effects and improvements. I just can’t see how you can compare. ET is optimized, you can run it with high FPS. But, as said, it isn’t made for large battlefield.

You can have a great forest without FPS loss. Try working with shaders :wink: Foliage technology + Another one you can use with any model. If you want a link to its explanation…


(daz2007) #495

[QUOTE=Mateos;347484]You are comparing an DX9 engine from the beginning of the decade with one of the newest engine, supporting DX11, with a tons of new effects and improvements. I just can’t see how you can compare. ET is optimized, you can run it with high FPS. But, as said, it isn’t made for large battlefield.

You can have a great forest without FPS loss. Try working with shaders :wink: Foliage technology + Another one you can use with any model. If you want a link to its explanation…[/QUOTE]

I am Comparing Vanilla ET with DX9+ Engines to State that Hugh FPS Boost is Possible

I have made a Forest for Baserace2, I had to Delete a Few Trees, But i am not Getting the FPS i have Hoped For.

I also Want the Pond Edges Smoothed Out, I am Testing 2 baseraces @ 70.42.74.222:27960, Baserace2 and Baserace Summer.


(Mateos) #496

Shaders and manual stuff isn’t the same. With shader it would have a kind of “fade” for the models which are too far, saving a lot of FPS. But you don’t have full control on how they’re set. As I said ET can’t hold over9000 stuff in the sight of the players…


(daz2007) #497

All the Trees are MD3 Models, these are the Shaders, Not sure what you mean by Fade


models/mapobjects/vna-trees/ohia4
{
	qer_alphafunc greater 0.5
	qer_editorimage models/mapobjects/vna-trees/ohia4.tga
	cull disable
      deformVertexes wave 128 sin 0 1 0 1
	nopicmip
	surfaceparm alphashadow
	surfaceparm trans
	surfaceparm nomarks
	nopicmip
	implicitMask -
}

models/mapobjects/vna-trees/branch01
{
	qer_alphafunc greater 0.5
	qer_editorimage models/mapobjects/vna-trees/branch01.tga
	cull disable
      deformVertexes wave 128 sin 0 1 0 1
	nopicmip
	surfaceparm alphashadow
	surfaceparm trans
	surfaceparm nomarks
	nopicmip
	implicitMask -
}


models/mapobjects/EFtrees/decid_s_01
{
	qer_alphafunc greater 0.5
	qer_editorimage models/mapobjects/EFtrees/decid_s_01.tga
	cull disable
      deformVertexes wave 128 sin 0 1 0 1
	nopicmip
	surfaceparm alphashadow
	surfaceparm trans
	surfaceparm nomarks
	nopicmip
	implicitMask -
}

models/mapobjects/EFtrees/leafs_01
{
	qer_alphafunc greater 0.5
      deformVertexes wave 128 sin 0 1 0 1
	qer_editorimage models/mapobjects/EFtrees/leafs_01.tga
	cull disable
	nopicmip
	surfaceparm alphashadow
	surfaceparm trans
	surfaceparm nomarks
	nopicmip
	implicitMask -
}

models/mapobjects/EFtrees/leafs_02
{
	qer_alphafunc greater 0.5
	qer_editorimage models/mapobjects/EFtrees/leafs_02.tga
	cull disable
	nopicmip
      deformVertexes wave 128 sin 0 1 0 1
	surfaceparm alphashadow
	surfaceparm trans
	surfaceparm nomarks
	nopicmip
	implicitMask -
}

models/mapobjects/EFtrees/leaves
{
	qer_alphafunc greater 0.5
	qer_editorimage models/mapobjects/EFtrees/leaves.tga
	cull disable
	nopicmip
      deformVertexes wave 128 sin 0 1 0 1
	surfaceparm alphashadow
	surfaceparm trans
	surfaceparm nomarks
	nopicmip
	implicitMask -
}

models/mapobjects/EFtrees/maple_s_01
{
	qer_alphafunc greater 0.5
	qer_editorimage models/mapobjects/EFtrees/maple_s_01.tga
	cull disable
      deformVertexes wave 128 sin 0 1 0 1
	nopicmip
	surfaceparm alphashadow
	surfaceparm trans
	surfaceparm nomarks
	nopicmip
	implicitMask -
}


(Indloon) #498

Xreal engine has fixed this Q3 engine ‘bug’.The ‘bug’,what used CPU instead of GPU.


(Eonfge) #499

DAZ, feel free to go to the the Feature Request page.

Also, the NQ question is a bit complicated. We work with GPL 3.0 base and we can’t include NoQuarter unless it meets our license. This discussion has been bevore, but until they comply, we can’t help it.

The EtPro security is btw outdated. It’s from back in 2006 and it was not very powerful and extensive from the start.


(Mateos) #500

@Genert Really? o.o How my cr@ppy 2004 computer can run it?! You’re kidding? o.o

@Daz No I meant like the foliage, a command you put on the ground surface shader… The q3map_surfacemodel. I only have a tut in french…

@Eonfge Do you have a link to the to do list, to not ask twice a feature, and see what’s planned so far? Thanks :slight_smile:

Edit: I’ve read the ModDB profile, that’s OK :slight_smile: