OpenWolf


(Gir) #281

Made lots of Improvements

Map now runs 60fps


(Gir) #282

Goldrush (with HDR and real shadows/lighting)


(.s...) #283

Could somebody reupload these files, especially OpenWolf_x64.zip :D?


(Mateos) #284

It isn’t released yet. Last screens are from Doom 3, fyi :slight_smile:


(.s...) #285

So when it will be released if i may to know? :smiley: But few pages earlier i saw links for these files. I tink its beta version only for test but would be nice to test :>

BTW. I have a question which concerns to this new engine. It supports more than 1 core and newer gpu?


(Dushan) #286

[QUOTE=.s…;399213]So when it will be released if i may to know? :smiley: But few pages earlier i saw links for these files. I tink its beta version only for test but would be nice to test :>

BTW. I have a question which concerns to this new engine. It supports more than 1 core and newer gpu?[/QUOTE]

I don’t know when I will release this, but soon™ I will provide some beta “testing” build :slight_smile:
OpenMP inside engine is only experimental and never completed. I was interested in moving loops in parallel and see how much performance increase I will get with that. Because of that you can see in some picture 99% usage of 4 CPU’s (I have AMD Phenom 9550)

Just to show you that in programming everything is possible.
In next three pictures you can see that I have merged part of Doom3 code (idLib and collision model (CM) part). I can generate same “.cm” (what defines the collision geometry in the map) files for maps like in Doom3. (and btw can write my own export/import to Maya) :slight_smile:


(Indloon) #287

@Dushan

That water… well, close enough, but you should add cvars for the noise and values, so it could be easier to find correct and right values for great looking water.:slight_smile: It looks little weird now, maybe because of no texture, but… whatever :rolleyes:

@Gir


(Indloon) #288

Dushan, I think you are interested of lighting on the water,eh? :smiley:


SVN: https://gforge.inria.fr/scm/viewvc.php/trunk/?root=proland :slight_smile:

Yap, thats in OpenGL.


(Dushan) #289

I have successfully fixed “rotoscope” feature in OpenWolf.



Also in next two pictures you can see direct comparison between ETXreaL and OpenWolf inside “test_tree” map.
First photo is taken from ETXreaL moddb page


ETXreaL


OpenWolf


(Gir) #290

Did you fix those Long loading times ETXreal had.


(Dushan) #291

I don’t have problem with “Long loading”


(Mateos) #292

Maybe ETXReaL had troubles to load all the HD stuff, I dunno if you have already replaced all textures Dushan? If not yet, it could explain why there’s not any loading time issue yet


(Dushan) #293

Just to show one video :slight_smile:

//youtu.be/vgbUdJYHinE


(Dushan) #294

This are my experiments with liquid water effects in random maps
Keep in mind that this should be done by somebody who actually know to work with shaders :slight_smile:

I have changed water shaders inside “Venice_ne4” and “Oasis” map.

Just one note :slight_smile: There is difference in liquid shader script between “Venice_ne4” and “Oasis”







(Indloon) #295

Exellent Dushan, I like the shadows very much, the water is getting better and better I must admit :wink:

Ah, I would want to help You with GLSL shaders.

But I don’t have a card what supports OpenGL 3.2,so I don’t know what I get :frowning:

But this will change in summer!


(Dushan) #296

:slight_smile:
I have added possibility that game check for OpenGL capability of your GPU, and based on that if your GPU is supporting OGL 1.1 to automatically set old vanilla ET renderer, and if your GPU is supporting OGL > 2 to set to XreaL.
Please don’t ask me about performance on older systems with XreaL renderer. :slight_smile:


(Indloon) #297

[QUOTE=Dushan;400450]:slight_smile:
I have added possibility that game check for OpenGL capability of your GPU, and based on that if your GPU is supporting OGL 1.1 to automatically set old vanilla ET renderer, and if your GPU is supporting OGL > 2 to set to XreaL.
Please don’t ask me about performance on older systems with XreaL renderer. :)[/QUOTE]

Heh,I better get on newer OpenGL series than older ones.

But currently enjoying modding ET with my old PC… (Damn, creating parabolic vector is pain in head…damn you plane model ) D:


(Shownie) #298

Water is looking better and better, I like it a lot! :slight_smile:


(Gir) #299

[QUOTE=Dushan;399821]
In next three pictures you can see that I have merged part of Doom3 code (idLib and collision model (CM) part). I can generate same “.cm” (what defines the collision geometry in the map) files for maps like in Doom3. (and btw can write my own export/import to Maya) :)[/QUOTE]

I started creating Wolf3D SP in Doom 3,
http://www.doom3world.org/phpbb2/index.php

I already created the first 3 levels, the problem with Doom 3, its assets are useless, although we do have Mecha Hitler in md5 format.

Can Openwolf be used to create a Single Player game, because i want to migrate Wolf3D SP into Openwolf.

This is what it looks like in ET


(Gir) #300

Will you be releasing new binaries soon