Et: Xreal


(Dragnadh) #121

[QUOTE=Kic;266336]I cant use ET-xreal well ,
The ET is running in little window mode, no fullscreen . If you understound. Sorry my English
Still cant know How to right install all.

Thanks[/QUOTE]

I believe dushan can explain it?


(Dushan) #122

I cant use ET:Xreal well ,
The ET is running in little window mode, no fullscreen . If you understound. Sorry my English
Still cant know How to right install all.

Thanks

its quiet simple
just press ALT+ENTER
or open your console and do /r_fullscreen 1

and it will change from windows mode to fullscreen …

This is my port of waterfogvars (water shader) to ET:Xreal





This is original game and its shaders


I also did some work on fog shader (was missing also in original ET:Xreal) but I need to test it …


(Dragnadh) #123

[QUOTE=Dushan;266420]its quiet simple
just press ALT+ENTER
or open your console and do /r_fullscreen 1

and it will change from windows mode to fullscreen …

This is my port of waterfogvars (water shader) to ET:Xreal





This is original game and its shaders


I also did some work on fog shader (was missing also in original ET:Xreal) but I need to test it …[/QUOTE]

So your updating/completing et-xreal?


(Dushan) #124

One more photo

ET:Xreal with working MULTIVIEW support



EDIT: one more photo (this is better)


(Dragnadh) #125

^^^??? I am curious.


(Indloon) #126

Wow,nice to see that someone is doing something.
But still,I wanna download ET-Xreal:s


(sondzhi) #127

[QUOTE=Genert;266664]Wow,nice to see that someone is doing something.
But still,I wanna download ET-Xreal:s[/QUOTE]

  1. Install this svn client first:
    http://tortoisesvn.tigris.org/

  2. Then go ahead downloading the source code via tortoisesvn.
    http://www.assembla.com/spaces/xreal-et/trac_subversion_tool

SVN Repo is named on the page above.

  1. Compile it with Visual Studio C++ 2010 Express

p.s. I thought you were working on your own awesome engine and then you are unable to do these steps?


(samper) #128

I saw this picture… nothing for my integrated graphics card xD


(Dushan) #129

You don’t have to think like that … Currently when you start ET:Xreal and when you create profile, you start with old engine…, and you need to change (render) settings in console so it work …

I will rewrite current UI (2.55, 2.60 and 2.60b) so we have more control over settings and over rendering engines … that you have two (default and Xreal - with predefined settings). so you can choose… Of course you can edit that …
And current UI is very ugly compared to newer games …

But I believe that too many changes and adding features will brake compatibility with old ET …
For this time I believe that everything is still compatible (map, mods, sounds) including protocol (still compatible with 2.60(b))…

ET:XReal cannot start without GLSL files (OpenGL Shading Language) … and when you start regular ET with GLSL files from ET:Xreal it mess up game (I tested it) …

At this time …
pak0.pk3, pak1.pk3 and pak2.pk3 are about 217 MB without video folder (etintro.roq - 36 MB)

I can generate smaller PK3 file then original ET … If I change all sounds into .ogg and video into .ogv (I have already support in ET:Xreal for that) …

.mp3 support at this time is questionable because of license problems with it …
xvid support is there I just need to finish it. but I don’t believe that anybody will ever use it …

EDIT: Can somebody explain to me what is with JAVA support in original Xreal engine?
http://www.xreal-project.net/ is still offline and there is no more info about Java VM support in Xreal engine …
what are its features? what we get if we add that support in ET? how can that benefit to ordinary players, admins, mod developers?

EDIT: Photos of Venice map with ET:Xreal engine






I could generate now 30+ FPS in maps in ET:Xreal engine


(sondzhi) #130

if i interpret the xreal code structure correctly, the java vm is needed for tr3b’s quaplexity, for 360 Controller support. Perhaps dersaidin or megatog at #xreal know more about it.


(KeMoN) #131

Great work, Dushan!
I would generally say keep the old file types. But I don’t know whether it will change something in the quality. If you get higher quality convert it. If it is only for lower filesize I would say keep the old ones.


(Dushan) #132

maybe … I dont know how that feature will help others if I port it to ET:Xreal…
dont know what are benefits of it …

Will ask them about that … and why they stop developing ET:Xreal …
I continued after 5 or 6 months. when there has been no progress on their side (website missing, code wasnt been updated for few months, nobody other wanted to continue with work) and I thought that the whole project is dead…

here is example for ogg sounds …

sound/music/menu_server.wav (wave sound) (4.5MB - stereo, 53 seconds, 16 bits, 22kHz )
file in .PK3

same file converted and compressed in Ogg Vorbis (1.24 MB - stereo, 53s 451ms, Overall bit rate : 195 Kbps, 2 channels, 44.1 kHz Sampling rate) …

better with lower file size …


(KeMoN) #133

Ok, I have to agree. You totally convinced me.


(Kic) #134

I want know
When will community use ET-xreal . Mapping for ET-xreal will be nice - better engine, no need count polygons in models and so on .


(Dushan) #135

When will community use it? … Don’t know. Maybe when its finished if anybody wants of course … and when it will be finished nobody knows.

About polygons in ET:Xreal …
ET:Xreal support max 30000 (30k) polygons on screen (default is 10000 (10k) in r_maxPolys)
and about of vertices from polygons on screen, max is 200000 (200k) (default is 100000 (100k) in r_maxpolyverts)

If this info can help you guys use it well :slight_smile:


(Dragnadh) #136

[QUOTE=Dushan;266909]When will community use it? … Don’t know. Maybe when its finished if anybody wants of course … and when it will be finished nobody knows.

About polygons in ET:Xreal …
ET:Xreal support max 30000 (30k) polygons on screen (default is 10000 (10k) in r_maxPolys)
and about of vertices from polygons on screen, max is 200000 (200k) (default is 100000 (100k) in r_maxpolyverts)

If this info can help you guys use it well :)[/QUOTE]

And how many polygons does the current et engine support? I wanna see the comparison.


(Shownie) #137

This looks very good. I am curios about the final result :slight_smile:

Keep the good work rolling :wink:


(lamps) #138

Keep us posted about any progress, please. :slight_smile:


(Dushan) #139

In ET max polygons was 4096 (or 4K) and max vertices from polygons was 8192 (or 8K). You can check that yourself. Start ET, open console. and type “r_maxpoly” and press TAB and it will show you :slight_smile:
Or check in et-gpl/src/renderer/tr_local.h (MAX_POLYS and MAX_POLYVERTS) …

To compare engines … in ioQuake3 max polygons and vertices are 600 and 3000 … , Tremulous have same engine as ioQuake3 so it have same limitations (600 and 3000) … like all games who use ioQuake3 engine …

I don’t know how much current maps and models use polygons or how it is created, but if there is some map or new player model(s) that use more I would be happy to see power of ET:Xreal engine on it …


(Dragnadh) #140

[QUOTE=Dushan;266940]In ET max polygons was 4096 (or 4K) and max vertices from polygons was 8192 (or 8K). You can check that yourself. Start ET, open console. and type “r_maxpoly” and press TAB and it will show you :slight_smile:
Or check in et-gpl/src/renderer/tr_local.h (MAX_POLYS and MAX_POLYVERTS) …

To compare engines … in ioQuake3 max polygons and vertices are 600 and 3000 … , Tremulous have same engine as ioQuake3 so it have same limitations (600 and 3000) … like all games who use ioQuake3 engine …

I don’t know how much current maps and models use polygons or how it is created, but if there is some map or new player model(s) that use more I would be happy to see power of ET:Xreal engine on it …[/QUOTE]

Maybe some people from dead projects like axis revenge can supply you with high quality work.