[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?
[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?
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 …
[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?
Wow,nice to see that someone is doing something.
But still,I wanna download ET-Xreal:s
[QUOTE=Genert;266664]Wow,nice to see that someone is doing something.
But still,I wanna download ET-Xreal:s[/QUOTE]
Install this svn client first:
http://tortoisesvn.tigris.org/
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.
p.s. I thought you were working on your own awesome engine and then you are unable to do these steps?
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
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.
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.
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 …
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 .
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=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.
This looks very good. I am curios about the final result 
Keep the good work rolling 
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 
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=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 
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.