ETXreaL 0.3.0


(MoonOnAStick) #81

Thanks morsik, nUllSkillZ. Up and running now. Looking very nice too, great work!


(jazevec) #82

Flamethrower shadows are buggy. To reproduce, go to Gold Rush, to the balcony. Face the door near the staircase, and fire flamethrower at the short wall. You’ll see some shadows that shouldn’t be there (the fancy balustrade).


(Eonfge) #83

We know, it’s a weird bug, that happens on the highest shadow settings. It has likely something to do with alpha layers, although its also weird that the flametrower can shoot through walls (visually, that is). Your comment is noted, and we’ll try to fix it for a later release.


(venura1106) #84

I downloaded the file ETXreaL-0.3.0-20111110.7z
how can i play the game now

thank you.


(Mateos) #85

Flames are supposed to get through players who are solid, and certain textures with alpha channel… Maybe make some texture stopping the flames?


(Tr3B) #86

Just extract it somewhere and copy pak0.pk3 - pak2.pk3 from your Wolf:ET installation to ETXreaL/etmain/.

Then start ETXreaL/bin/<yourplatform>/etxreal.

[QUOTE=venura1106;385463]I downloaded the file ETXreaL-0.3.0-20111110.7z
how can i play the game now

thank you.[/QUOTE]


(macbeth) #87

same error


(Indloon) #88

macbeth

Your video card doesn’t support OpenGL3.2


(Eonfge) #89

New Video on Vimeo

http://vimeo.com/32360464 (sry, but i can not embed it!)

A quick graphical teaser, you make you more exited for the project.


(Mateos) #90

Ah, already seen it on ModDB :slight_smile:


(squirtsoda) #91

Okay, well I have a few questions/suggestions, in the sense that some of my suggestions may have been mentioned on another thread other than this one, or you are already planning to do them, dont want to sound repetitive. Your currently working on both xreal itself, and the maps of ET:Xreal, which is great, Oasis and Goldrush especially are looking quite good. There are however a few things for the maps, and after the maps that I suggest you work on, if possible. I am trying my best to look at the overall project, and give you feedback that is significant and not improbable, you are doing this on your own time, and not getting paid, and we all thank you for it. That said there are a list of things I believe to be significant for you to change/fix/add, and a few items on that list I believe to be a priority. So here goes, here is my list, from most important to least.

1.Optimization: I am going to tell your right now that your mod is great and looks like its on the track to being even better, however, I have on public servers and locally experienced extremely horrible lag spikes, which usually occur around a huge firefight. You would think of course my fps would go down in a firefight, thing is, I have tested it on extremely advanced hardware, hardware that puts crysis, bf3, etc all to shame. So idk, if it is simply that the AMD drivers suck with opengl, which I have heard, or there maybe some tweaking needed to get things up to speed.

2.Shading and lighting consistency: I have noticed that you have mostly given love to Oasis and Goldrush, which is understandable, want to do it one map at a time, totally fine. However since you have changed them both up quite a bit there are a few problems I have spotted. Notably the largest one being inconsistencies in shading and lighting, for instance, I look at a texture of a wall, and it is all shaded the same until it gets to a new texture, which is a completely different shade. I would say Goldrush is perfect except for this problem, Oasis could use a couple more textures here and there but overall very nice. So just keep this problem in mind with future maps.

3.New Item, gun, and character models/textures: When maps are all done and pretty, shading and lighting problems solved, there is something that just ruins the experience for me personally, and thats having 1/8th of my screen taken up by an item/weapon that is not at the same graphical level as my surroundings. I am not trying to hurry you and I realize you are probably aware of this and going to make these eventually, I am just listing down everything I would love to see done in this mod. By Items, I mean both held and dropped items that are related to characters, medpacks, ammo boxes, syringes etc, as well as all held and dropped weapons re textured and remodeled. From what I have heard you are also supporting the No Quarter and Nitmod with ET:Xreal and I would love to see content from them remodeled and textured as well.

4.Animations: With new models I would assume comes new animations, however I am not as familiar with them so I am not sure. I would like to state my preference with the animations of ET is that they were always a bit too fast and I would love it if you slowed them down, however for balancing issues etc I can understand if you cant do that, but you can still make them reload as fast as they currently are with more grace at the very least. I would also like to go along these lines that in ET some of the weapons, I would say especially the rifles from both sides, are angled upwards too far, its almost like your aiming at the sky :stuck_out_tongue: I would love it if you could bring them down a bit to differentiate from ET a tad. Of course this is my preference and with that point we are getting into how nostalgic you want this to be, if you want it to be very nostalgic, keeping the angles will probably fit better with the nostalgic crowd, it is of course up to you.

5.Mods/Server Browser: This point is a bit of a mix, but I think I can structure it to be straight forward. As I stated earlier I have read up that you are going to support No Quarter and Nitmod with ET:Xreal, and I personally think you should include No Quarter by default. Let me tell you why, I honestly believe ET stock is unbalanced, while Nitmod adds helpful features, No Quarter balances the game aesthetically and physically. With it both sides get their own unique versions that weren’t already neutral, as well as replaces the smg with an assault rifle for both side’s soldier class, which actually gives you a reason to go with it, seeing as the soldiers primary weapon is what differentiates him from the other classes, going as soldier with the smg is worse than saying going with the engineer or medic, there is simply no advantage for having the soldier with the smg over the other classes. I also believe it should be included by default because to my prior knowledge, Nitmod is the only mod of the 2 that includes a filter in the server browser, in case you really want to play with it. Including No Quarter by default also gives you more reason to make the models and textures of the weapons included up to speed with the rest of the game’s graphics. If you really do not want to include it by default which is understandable, I still recommend you remodel and texture the weapons and items included in No Quarter, and would really appreciate if you could implement a server filter for it, like Nitmod has done. On the note of the server browser and filters, since (eventually) original ET maps will be compatible with ET:Xreal, I would recommend very much if you included a filter for ETX only servers, to better find the servers that take advantage of your ETX maps that have much improved textures and take full advantages of the shading and lighting.

6.Various Effects: There are miscellaneous effects that you haven’t touched, and I am not sure whether you will. I put this low on the list because it isn’t particularly important, I would just like it to be included. The number one effect that I feel really clashes with the level of graphics that are going to go into this mod are the explosions. You got the fire down great, however explosions SUCK, compared to what you have currently added. Water is another effect I would love to be improved, make it look more like opengl 3.2 water. Blood and fire that surround your screen when you are hurt, the latter by fire of course, look dated and low res, blood spread on the ground and in mid air also looks very dated. The particles shot up by bullets in snow, water and sand are actually okay in my opinion, I don’t see them taking away from the experience. However the texturing for bullet holes in other materials could do with some touching up(although you could leave them and it would be fine imho). Explosion remains, IE, the scorch marks on the ground, is something I would like to see improved as well. I know this was a long list of effects sry, but I am down to my last one which is gibs. If you improve the explosions and the scorch marks, you HAVE to improve the gibs, a good explosion that leaves some chunks of red that look extremely dated comparatively just sounds like not that much fun.

7.Audio: Now this was put as last priority because I can see this absolutely being shot down as something to be improved. The sounds are some of the most nostalgic things about ET and I can be understanding if they are kept. In my opinion they aren’t really that bad, they could be included with the first 3 or 4 items of this list completed and the game would be fine. I can see this simply be a much debated topic, and the decision of course is ultimately up to you.

/End of rant

Thank you for reading my rant, I know it was long and I know this may seem very dense, but again, I did try to narrow this down, and 1-5 are really the most important of this list, 6 would be really nice, but not really needed, and 7 will probably be much debated. Thank you for your time, would love a response on what you were working on out of these ideas, what you are going to work on in these ideas, and what you simply are not going to work on.


(morsik) #92
  1. 0.3.0 doesn’t contain etx version of oasis, so if you tried original oasis then you can see ‘corrupted’ lights.
  2. Of course there’ll new models and new textures for models.
  3. We can’t include noquarter because of licence issues.
  4. I started some work on sounds, i’m looking for some that sounds realistic.

(KeMoN) #93

I beg you to not implement that into XReal because with having a healthbar this effect is totally useless and worsens the general view of the player. And by the way this is again bringing up the discussion between conservative Wolfenstein and Call of Duty players.

Nevertheless i agree with most of the points mentioned by squirtsoda and roughly also in their priority allignement.
I do have one proposition regarding the weapons in addition to:

5.Mods/Server Browser
]…]as well as replaces the smg with an assault rifle for both side’s soldier class[…]

Could you either replace or add the rifle without grenade launcher to the medic class? This would be a great option to balance the gameplay. Not between the teams but between the classes and to prevent rambo-medics.

This will end up in my secon proposition:
Currently the server-admins are able to enable/limit/disable weapons. Could you modify this option in a way that the server-admin is able to enable/limit/disable weapons not for the whole team but for one class?

<<Example: rifle without nade-launcher and smg for medic doesn’t prevent rambo-medics from using the smg but disabling the smg only for medics does.>>


(zukov) #94

hi all

i’m very interesting on this project, because is the only good game for linux

I read the whole thread, and xreal engine has the new type of player characters.
i have a two questions.

does the carachter have a floating arms with separated animations? or the carachter is full body?

how many polys for the characters, for a good definition, are allowed?

thanks in advance


(Destroy666) #95

[QUOTE=squirtsoda;385852]
7.Audio: Now this was put as last priority because I can see this absolutely being shot down as something to be improved. The sounds are some of the most nostalgic things about ET and I can be understanding if they are kept. In my opinion they aren’t really that bad, they could be included with the first 3 or 4 items of this list completed and the game would be fine. I can see this simply be a much debated topic, and the decision of course is ultimately up to you. [/QUOTE]

About sounds - an idea. Make it possible to add own step sounds in shader, for example leaves sound under your legs.


(lurchi) #96

Hello,

dear community, i looking for a way to bring ETXreal to work on a mac.

osx 10.7.2 with ati 4770. Dose here someone know how to compile the files?

Thank you very much.


(morsik) #97

You can’t Mac OS X is unsupported. Somebody tried to work about OS X version but Tr3b don’t really want OS X support because he can’t test it :\

If you don’t know how to develop advanced OS X applications, don’t even try to compile it :smiley:
AFAIK Fuxx changed about 500 lines already and he managed to run just engine (without qagame/cgame/ui).

For now, install Linux on second partition (yeah, quite strange i know, but it’ll work better than Windows via BootCamp IMO :P)


(FFSturm) #98

If you need any assets (2d or 3d) or a stress map, I am here.


(Eonfge) #99

he guys, thanks for your feedback, I’ll quickly go through hit and give some feedback on it.

SquirtSoda

  1. This is a continues and primary goal. We really look forward to the Id Tech 4 engine, and we will use it to improve and optimize our own render. It will be a continues job, with improvements over time.
  2. This is mostly a compiling/converting issue, that’s tied in to Nr. 1 Since they are very closely connected, we hope to provide better support and better transitions over time.
  3. New models are being worked on, although it’s a low priority.
  4. These new models will of course have new, better, animations.
  5. As a ‘main’ client, we try to support the save and solid foundation to all other projects. We can not bundle NQ because of license issues, and we can not make it ‘main’ because that would break other mod compatibility. It should also be clear that although we support and cooperate with modders, we are not managing their projects. They are responsible to update their engine if they want too. We can help them, but it’s their project, not ours.
    6.We know, I already looked into improving bullet holes with parallax maps (so you make real holes) but other then that, it’s still a lesser priority. Although I will improve on the explosion effects when I can.
  6. This project is surprisingly active, besides that I consist on new music. I also got a few friends that study Audio Design and really want to work on the sound. Gun effects and music first, so we won’t touch the nostalgia factor, for now.

Thanks for your feedback. Don’t think that constructive criticism = rant, your input is very welcome.


(ischbinz) #100

[QUOTE=zukov;385892]hi all

i’m very interesting on this project, because is the only good game for linux

I read the whole thread, and xreal engine has the new type of player characters.
i have a two questions.

does the carachter have a floating arms with separated animations? or the carachter is full body?

how many polys for the characters, for a good definition, are allowed?

thanks in advance[/QUOTE]

i posted this some weeks ago on moddb forum:

i ve be modelling for old et since a long time -

now i want to know if there are new limits in et-xreal
for example - et supports only 1024 verticles in one group
what is the limit in et-xreal?

can i still use animated md3s with a script mover?
i prefer making a real chain model for tanks - means not just a painted moving texture link the jagtpanzer and the churchill got
no “real” chains which moves around - is that still possible?

can you add bump- and normalmaps to (existing)md3 models?

does it support the mdm/mdx playermodels from old et?

does the shaders support animaps?

i forgot - can you add lights to models - i mean a vehicle with lights that affects the map?

still no answer :S