OpenWolf


(ailmanki) #161

If it isn’t already able to, add support for bsp2, that would be fantastic.
And I am very curious now, how difficult would it be to add full support for et maps, with gameplay and all?

There should be info about bsp2 in this forum, but couldn’t find it quickly, http://www.celephais.net/board/forum.php


(Teuthis) #162

Let’s not critisize Dushan too much. I value his efforts to keep ET alive and despite maybe underemphasizing Vodins work he still wants what we want, let ET shine in glory and if vodin makes his piece with Dushan we should follow the same good example :wink:


(Teuthis) #163

[QUOTE=ailmanki;542071]If it isn’t already able to, add support for bsp2, that would be fantastic.
And I am very curious now, how difficult would it be to add full support for et maps, with gameplay and all?

There should be info about bsp2 in this forum, but couldn’t find it quickly, http://www.celephais.net/board/forum.php[/QUOTE]

Interesting forum but I miss some infos here. That’s all about quake, correct? No ET. That’s correct? Pretty active forum, run so far completely under my radar. Thanks for the post. Still I have no clue what you mean with bsp2 :slight_smile:


(ailmanki) #164

BSP2 is a new file format, based on the bsp file format, and it has less limits. So basically allows for more complex and bigger maps - without hitting limits.

http://quakewiki.org/wiki/BSP2
http://web.archive.org/web/20111217084839/http://mhquake.blogspot.com/2011/09/updates-for-13th-september-2011.html

A map made with bsp2 https://www.quaddicted.com/reviews/something_wicked.html

Unfortunately I haven’t found a format documentation. My google skills ain’t very good :smiley:
In the past few years multiple coders, extended on bsp format, and ultimately this bsp2 is the main successor I guess; and is now being (or is) implemented in most engines around the quake community.


(Mateos) #165

ET is based on RtCW which is based on Quake III, they all use BSP format but of different version numbers, and also added features between each generation (ET has for instance FPS-killing grass shader :D), so it’s not offtopic to post Q3-related stuff on ET forums. You’ll also find a handful of great tutorials for Q3 which can be used for any other id Tech III game!


(hamza123) #166

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(Dushan) #167

[QUOTE=Eonfge;385826]
Cool project though. Hope that tr3B doesn’t mind using some of your game code changes in our project.[/QUOTE]

I don’t mind or have problem if somebody is interested.

This is my latest progress for now.
I have coded proxy TV feature for OpenWolf.
Basic its similar like ETTV, for watching matches you had to use your normal ET client.

My approach was little different, It should allow watching games via http (proxy) along with watching game with your client. At this moment that part its extremely highly experimental.
Currently it should work on same work as ETTV.



(Indloon) #168

[QUOTE=Dushan;389186]I don’t mind or have problem if somebody is interested.

This is my latest progress for now.
I have coded proxy TV feature for OpenWolf.
Basic its similar like ETTV, for watching matches you had to use your normal ET client.

My approach was little different, It should allow watching games via http (proxy) along with watching game with your client. At this moment that part its extremely highly experimental.
Currently it should work on same work as ETTV.
[/QUOTE]

This is interesting.
Steaming matches,well this is great idea!

However,why don’t you ask ETTV source code from Bani,tought he is is lazy,he should give it to you,because of your OpenWolf.


(Dushan) #169

One video of working Newton Physics inside OpenWolf engine.

//youtu.be/TzoQUIZiUAc

Calculating position is controlled via Newton Dynamics physics. Now mappers can create whole map what is controlled via Newton physics.
All boxes are controlled via “func_dynamic” entity, what is used for Newton interaction.

I have added this long time ago, but never posted video or given .map so others can see how its done, so they can update or create new map based on this tutorial.
Also, in that video, you can see working MD5 model and gun [I don’t make game assets (textures, models … ) … so that is borrowed from XreaL project].

EDIT: I will soon post much better version with texture fixed and all extra settings turned off (cg_shadows 6, r_parallaxmapping and r_hdrrendering 1)
Problem is that its - 193.3 MB and I have extremely slow upload



(Cambodunum) #170

That’s a big milestone if you ask me … i love it … thumbs up!


(Dushan) #171

//youtu.be/gHk6W-5tLZo

This is much better video then previous.
Last video version with extra graphics settings turned on (cg_shadows 6, r_parallaxmapping 1 and r_hdrrendering 1). It’s recorded on my ATI Radeon 4850 512 MB DDR3 on 1280x1024 resolution.

You can see clearly on video that when map started, boxes are falling down on one way. On restart they are falling down differently. :slight_smile:


(Indloon) #172

Is that Quake 2?:smiley:


(Dushan) #173

[QUOTE=Indloon;385760]Wow,impressive manipulation:)

I really like this effect,but only thing what must remade is water,it looks like their is oil.

You should take a look of GLSL usage of OpenGL.

//youtu.be/Vaejt83B1pY

If you can do it and add to Openwolf,I will give you high-five:)

E:then theres a something on what to make a mod…[/QUOTE]

This is what I can offer in OpenWolf. New water effect + water reflection.



No. It’s my branch of OpenWolf with loaded Newton test map along with MD5 model and MD5 weapon.


(Indloon) #174

Ah,yes,water is better now:D

But the HUD looks like its from Quake :smiley:


(Dushan) #175

[QUOTE=Indloon;390086]Ah,yes,water is better now:D

But the HUD looks like its from Quake :D[/QUOTE]

Q3 mod inside OpenWolf. It’s because with OpenWolf engine I want to support Q3 and most of Q3 derivatives (Q3, ET, Tremulous, UT4 …).


(lamps) #176

Nice stuff … I think this project is going in the right direction now.


(Dushan) #177

I have finaly managed to make Omni-Bots more x86-64 friendly on Windows of course.
This is my dirty-hack for GameMonkey scripts and Omni-bots.
I still have some bugs with GM and about filesystem (I have changed that inside my OpenWolf engine).

On attached photos, you can see that qagame_mp_x86_64.dll ( vmMain function at 000000003C3F5C20 ) is loaded with “semi-working” Omni-Bots :).

To provide one more proof :slight_smile:
qagame_mp_x86_64 ( found vmMain function at 000000003C3F5C20 ) [entry point = memory address]
qagame_mp_x86 (found vmMain function at 3B588890 ) [entry point = memory address]

x86-64 build



x86 build



(reaply) #178

This doesn’t seem like Wolfenstein :).


(Shownie) #179

This is by far the best project i’ve seen so far. New stuff is added and it is improved all the time. Perhaps we can see som sort of “final” state or at least something that is released with the engine.

Really great work Dushan!


(Dushan) #180

Thanks :slight_smile:
I would like to post one more improvement, just this time about GLSL files in my branch ofc :slight_smile:


EDIT : Added two more photos



Before on my Radeon 4850 with 512 MB DDR3, GLSL files are being compiled in about 12-18 seconds (depends).

=]