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.
Very nice job by the ETXreal team!
I just post comments on ModDB which are not answered.
(rage is really unstable)
Thanks to let us know