Et: Xreal


(Eonfge) #601

The last few weeks have gone a little slower. I finished up a new wave of textures, so more and more walls are now up-par with the engine and modern expectations. The code is going a little slower, because we Robert has been very busy lately, and some people are still on holiday.

The backwards compatibility is a goal of the project. Although the new light options don’t work out in old maps, other then that they are all backwards compatible. In other words, all maps can still be used. If you want to use the new lighting and such, you’ll have to recompile it. All you need is the original .map file and the original sources (hopefully all in your .pk3) and then you can recompile it.

From a performance point of view, all settings are optional. Removing them will improve the fps drastic. I got it capped at 125, the engine default but hitting below 30 is almost impossible if you disable all extra’s. If you then still don’t make it, then it’s save to assume that your pc could not run Wolf:ET in the first place.

For the coming time, i’ll be looking at improving some props for the lulz in it, and then I’ll keep working on walls and terrains. The code will also receive some improvements if all goes right, and when the Doom 3 source is released (mid October), it will be used as well.

Personally speaking, the Source engine looks good, not because of the renderer but because of its art and level design. If you were to make Killzone or Gears of War in that engine, it would not look that great. The large outdoor environments (EP2) look so well because they are bright, lively and asthethicly well balanced.


(jay1110) #602

edit: fixed it


(Eonfge) #603

Ow, okey. Stay in touch if you find other bugs or problems.


(ZeD) #604

Cant wait for the release!!! :slight_smile: Very nice job by the ETXreal team!


(Dragnadh) #605

When does it get released?


(Mateos) #606

RTCW4EVER news said it is for November. But nothing here or on ModDB that says so…


(KeMoN) #607

[QUOTE=donmichelangelo (4th Aug 2011);364814]Who ever is interested in ET:XreaL should be on the IRC channel #xreal at freenode.
[/QUOTE]

If you are interested in the process of XReal you definitely should join the public IRC channel. That’s where most of the communication takes place. Also here in the thread it is a bit irritating because of several different projects. In the #xreal channel in IRC it’s only about the mainproject.

Regards
KeMoN


(rana) #608

any new updates??
plus their site doesnt work which is like etxreal-project.net ? it gives me some text in russian language


(Mateos) #609

[QUOTE=rana;381242]any new updates??
plus their site doesnt work which is like etxreal-project.net ? it gives me some text in russian language[/QUOTE]

Read the post up yours.


(Eonfge) #610

Our websites are:

Main site and news: http://www.moddb.com/mods/etxreal
Code Repository: http://sourceforge.net/projects/xreal/
IRC channel : http://webchat.freenode.net/?channels=xreal


(squirtsoda) #611

Hey, new here but I do have a few questions about your project as a whole. So it looks like you made ET:XreaL to show off the engines potentials and of course for some good lulz but I also have some questions about the engine itself, the main show of the project. I have read that the ET engine with your XreaL renderer has some real upgrades from plain ioquake3, and also that you would be integrating doom 3 engine code into your renderer as well. However, are u going to have several different engine versions that require on outside engines like lets say iodoom3 (if that is what it will be called) and the open sourced ET version, or are u going to ultimately scavenge both the ET engine and doom 3 engine for parts for your renderer and include it in a single package?


(Mateos) #612

[QUOTE=KeMoN;380413]If you are interested in the process of XReal you definitely should join the public IRC channel. That’s where most of the communication takes place. Also here in the thread it is a bit irritating because of several different projects. In the #xreal channel in IRC it’s only about the mainproject.

Regards
KeMoN[/QUOTE]

Newbies should read threads before post someday… I personally don’t join because I have no questions about it :stuck_out_tongue: I just post comments on ModDB which are not answered.


(zbzero) #613

1 week left for the release date announced!!!
Is that serious???


(squirtsoda) #614

Well I have tried that panel, but that was really all I wanted to know and i was unfamiliar with how the IRC channel worked, so I thought I would just pop a quick comment on here, it really is all I want to know and i thought it would also answer a lot of questions for others.


(Eonfge) #615

SquirtSoda, don’t feel bad about posting on the forums. We don’t get here often, but I do try to keep an eye out. I’ll try to answer all your questions and I’ll tell you how IRC works.

The renderer XreaL is an independent renderer developed by Tr3B which is based on code from Id Software. There is actually also a game with that name, although it never really moved out of Beta stage. The IOquake team also announced a port for Enemy Territory, although I’m not sure if that will ever see the light of day.

We are very exited about the source code release from Id, and we really want to use the source code from Doom 3 in the XreaL renderer. Once we connected the code, it’s theoraticly possible to use the XreaL renderer to run Doom 3, as long as he has the pak files. I won’t put to much hopes for it right now, and the best way to improve Doom 3 graphics is with the Sikk mod. In the future, some users might choose to make a fork and make it Doom 3 specific.

The project we are working on consists of multiple parts. First we have a renderer, which is now fairly stable and pretty looking. Then we have the assets, new high quality assets that make the environment come alive. Then we have the official part from Splash Damage. It’s our goal to go independent one day, but until we have all the assets replaced, we will remain a mod. After we replaced them all, we’ll be an independent open source game.

to contact us at any time, you can look at my signature:
our chat channel: irc.freenode.net @ #xreal

It’s a direct link to webchat for freenode. All you have to do is fill in a name and a capcha and you can talk to the team. Most of us live in Europe so keep the time zones in mind. Also, since most of us have jobs, we can’t just sit in the IRC all day answering questions. So feel free to come to us one day, and ask us what’s on your mind.

Yeah, that date… 5 november… We never really discussed it. I’ve given in the green light it will ultimately be Tr3B’s decision. I hope we can make it since there is still work to be done. The first release will be far from perfect. I want this release out, so we can allow everyone to make and convert maps for it, and to try out new things with it. I hope we can make you very happy at the 5th of November, but that represents my personal view and I can not speak for the rest of the team.


(ischbinz) #616

i m really looking forward to release -
but a stable version is important -
make things better than id :wink: (rage is really unstable)
i m happy if et:xreal is coming to x-mas :>


(Eonfge) #617

Important announcement

With a great feiling of loss, I have to report on a very tragic accident. on 25 October 2011, something happened to us that non of us could have prepared for. NVidia launched it latest drivers. So no worries, nobodies dead, but the renderer is on its ars!

5th November 2011… forget it, we’re not going to make that! First, it was just a single error on a single system, but now we discovered its a fundamental problem and we have to delay the release. I hope you understand that we, bedroom hobbyist, do not have the power to fix this issue in 2 days.

So please, forgive us for blowing the trumpet before everything was good to go. We want to provide good support and technology from the moment the product is available, and we do not want “the Rage Experience”.


(Mateos) #618

Next time, say “When it’s done”: all the games with a forced release date have been non-finished (Vampire The Masquerade isn’t a right exemple, it’s unfinished but awesome, but Painkiller: Resurrection is unfinished, unoptimized, and cost 20$…).

Could sounds rude, but it’s a fact :confused: Thanks to let us know :slight_smile:


(acQu) #619

Oh yeah xD The Rage experience got me as well. Let’s see if you can fix it xD Hoping for the best :slight_smile:


(Crytiqal) #620

If it is still working on older nvidia drivers, you might just release it with a warning?

That way people can still test it out and start converting maps as you wanted?