Et: Xreal


(RazorKiller) #541

[QUOTE=daz2007;352944]yes i did

its Great having Xreal Graphics but the Sound System is Left Untouched… Xreal Audio too maybe

I Made a Reqest for a Better Audio API to replace the Ageing Directaudio… maybe Xaudio2

https://sourceforge.net/tracker/?func=detail&aid=3357916&group_id=27204&atid=389775[/QUOTE]

XAudio2 isn’t supported on Linux or Mac, only PC and XBox360.
So far ET:XreaL is only updating renderer engine, nothing else, you must look and search for other projects if you want updated sound and other engine parts.


(FFSturm) #542

fmod sound system? xD


(etwolfmod) #543

fmod is commercial closed software!


(FFSturm) #544

umm. What about SDL? It is LGPL i think.


(daz2007) #545

[QUOTE=FFSturm;353873]umm. What about SDL? It is LGPL i think.
http://en.wikipedia.org/wiki/Simple_DirectMedia_Layer[/QUOTE]

Why, Why Not Use Something Modern Like OpenAL or Xaudio2, Or Both.

Watch Unreal Audio System


(daz2007) #546

Z_Malloc: failed on allocation of 16777240 bytes from the main zone

Yet Again this Repetitive Error always same amount of Bytes, I have 10gb Pagefile and 4gb System Memory, Hunkmegs is at 768mb and zonemegs at 256mb - I cant even Test my map


(FFSturm) #547

[QUOTE=daz2007;354056]Z_Malloc: failed on allocation of 16777240 bytes from the main zone

Yet Again this Repetitive Error always same amount of Bytes, I have 10gb Pagefile and 4gb System Memory, Hunkmegs is at 768mb and zonemegs at 256mb - I cant even Test my map[/QUOTE]

force it by autoexec.cfg and force admin rights on. It happened to me too.


(daz2007) #548

I did, For Some reason Zonemegs is Always Latched when i force it


(ailmanki) #549

try setting it at commandline “+set com_zonemegs 128”
else accordint to this: http://www.quake3world.com/forum/viewtopic.php?f=7&t=18589
forget it. Even though I am pretty sure its possible to set it for serverside - though lol - “sure” never checked it.


(FFSturm) #550

lol, i know that this is offtopic… but i found some screens I made a long time ago with etqw.
(2008-2009 i think?)




(KeMoN) #551

Does the map only include that facility or also the beach attack part? :tongue:


(Crytiqal) #552

WOW is that a finished map!? How come I’ve never seen it!

it looks awesome!

it looks familiar :stuck_out_tongue:

(I know, et_beach ;))


(FFSturm) #553

[QUOTE=Crytiqal;354410]WOW is that a finished map!? How come I’ve never seen it!

it looks awesome!

it looks familiar :stuck_out_tongue:

(I know, et_beach ;))[/QUOTE]

Return to castle wolfenstein mp_beach map indeed :smiley:
I don’t know where the .world .map files are now. But surely the basement was completed (shame of the old screens :O) but 2008 is very long away…


(daz2007) #554

[QUOTE=FFSturm;354462]Return to castle wolfenstein mp_beach map indeed :smiley:
I don’t know where the .world .map files are now. But surely the basement was completed (shame of the old screens :O) but 2008 is very long away…[/QUOTE]

You can get the Source for Mp_beach and the 2 First Levels of RTCW Single Player here


(FFSturm) #555

[QUOTE=daz2007;354483]You can get the Source for Mp_beach and the 2 First Levels of RTCW Single Player here

Yeah, i know. In fact, it’s very usefull to look at the map desings.
But I love making things from scratch. Improve things, you know what I mean.

I think I will halt or cancel mp portion of my current doom 3 project and port it to et:xreal. Not everyone can run doom 3 on high.


(Eonfge) #556

The good guy I am, I do understand the criticism that it might be a little to bright… This is a HDR tweaking issue, but it’s also worth knowing that when you levitate 100 meter above the battlefield, the snow turns rather luminescent.

We do have some colour bleed issue’s on higher shadow settings, but he, it’s still a work in progress.


(daz2007) #557

i ported my version of mlb_temple to Xreal,I change Every single Light to Real-time, But I Cant Run as i Get the Memory Error. I also Create a Few Normal Maps for the Textures.


(Crytiqal) #558

FFSturm you should totally finish that map :stuck_out_tongue:


(FFSturm) #559

Never evaaaar do that.

All the lights should not be Realtime, just the necessary ones. If you manage somehow to make it work, it will run at a very few fps. Per-pixel lighting is very demanding, and overlapping lights is even more.
Use more static lights (which will still produce shadows)


(daz2007) #560

Oops, Lol

I Give it another Shot then