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Cube2 engine

Started by rotacak, January 04, 2010, 01:24:39 PM

Bowzer

Quote from: Thorn on January 18, 2010, 05:53:27 PM
The XreaL has a java port of the game code too, which was 50-100% faster than QVM ( and afaik has to be interpreted too? )  
Isn't QVM just a .dll?

kevlarman

nope, it's a bytecode.
Quote from: Asvarox link=topic=8622.msg169333#msg169333Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

your face

Quote from: Lava_Croft on January 18, 2010, 12:32:20 PM
Wait, what. All you kids need to be convinced that a certain 3D-engine is better than another is a few screenshots?

Hi,

You come here, insult us (calling [I assume everyone] "newbies" and "kids."  Man, I miss it when you were capable of making sensible and funny insults instead), and make completely idiotic claims with no evidence and expect us to pay serious attention to you?  If you're going to bring up such a bold opinion, at least make it arguable.

Goodness, what has become of you...
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

Bissig

Quote from: your face on January 19, 2010, 01:27:31 AM
Quote from: Lava_Croft on January 18, 2010, 12:32:20 PM
Wait, what. All you kids need to be convinced that a certain 3D-engine is better than another is a few screenshots?

Hi,

You come here, insult us (calling [I assume everyone] "newbies" and "kids."  Man, I miss it when you were capable of making sensible and funny insults instead), and make completely idiotic claims with no evidence and expect us to pay serious attention to you?  If you're going to bring up such a bold opinion, at least make it arguable.

Goodness, what has become of you...

A lame, old troll with nothing to give.

Dark Places used in Nexuiz looks like shit especially on outdoor maps.

Odin

Darkplaces is great for playing Quake 1 with(to rediscover the game), and not much else, I'm afraid. The fact that its netcode is similar to QuakeWorld's(which catered to dialup latency) wouldn't help Tremulous, and would just get in the way. Q3's netcode is much better for broadband(it was designed for it) and dialup too, for that matter.

If Tremulous used XreaL it wouldn't even need to have re-done artwork. Who says we absolutely need awesome graphics right this second? The speed that XreaL can achieve with its behind-the-scenes rendering optimizations is worth it alone. After it's ported, later updates could include graphics enhancements. Plus, using XreaL would finally fix the shadowing problem with the current crappy stencil/projected shadows in the Q3 engine.

Timbo

I don't recall if I've ever expressed these sentiments before, but any discussion of other engines is really an academic exercise. Moving to a different engine basically entails a complete rewrite and (I hope) is obviously not something we want or have the time to do. The only realistic option for better graphics (which seems to be the main motivation for this thread) is to use something based on Q3 like XReaL or the UrT renderer.

Lava_Croft

Nothing ever happens.

SlackerLinux

Quote from: Timbo on January 19, 2010, 10:58:56 AM
I don't recall if I've ever expressed these sentiments before, but any discussion of other engines is really an academic exercise. Moving to a different engine basically entails a complete rewrite and (I hope) is obviously not something we want or have the time to do. The only realistic option for better graphics (which seems to be the main motivation for this thread) is to use something based on Q3 like XReaL or the UrT renderer.

isnt UrT client hence renderer just ioquake 3 so it wouldn't be an improvement. xreal on the other hand would be in the long run.
Slackware64 13.1
SlackersQVM/

gimhael

Quote from: Odin on January 19, 2010, 09:34:53 AM
Darkplaces is great for playing Quake 1 with(to rediscover the game), and not much else, I'm afraid. The fact that its netcode is similar to QuakeWorld's(which catered to dialup latency) wouldn't help Tremulous, and would just get in the way. Q3's netcode is much better for broadband(it was designed for it) and dialup too, for that matter.

If Tremulous used XreaL it wouldn't even need to have re-done artwork. Who says we absolutely need awesome graphics right this second? The speed that XreaL can achieve with its behind-the-scenes rendering optimizations is worth it alone. After it's ported, later updates could include graphics enhancements. Plus, using XreaL would finally fix the shadowing problem with the current crappy stencil/projected shadows in the Q3 engine.

I may be wrong here, but I think the map compiler for Tremulous discards all light entities and keeps only the lightmaps and the lightgrid. Without the positions of the light sources you cannot compute the shadows. (You could compute shadows for dynamic lights only).

Hendrich

Quote from: Lava_Croft on January 19, 2010, 11:14:45 AM


It begins...

Quakeulous? Thats just...........awesome.


Anyways, its true that Xreal isn't the most well-rounded engine, but all things considered based on what engine Tremulous would benefit to both developers and gamers, Xreal would be the ideal engine to use. It would be easier to port and maintain then other engines (Especially since it's similar to the Q3 code), it has some of the modern rendering features people here are looking for and its a good chunk of the work has been already done.

If people found the need that its important Tremulous would be better off on another engine, work on it would have already started.

Though with prior experience, this discussion can be argued until the end of time yet nothing would be accomplished.

MitSugna


big deal... mine looks better
( btw you missed the secret message in my previous post :P )

Odin

Quote from: gimhael on January 19, 2010, 02:10:46 PM
Quote from: Odin on January 19, 2010, 09:34:53 AM
Darkplaces is great for playing Quake 1 with(to rediscover the game), and not much else, I'm afraid. The fact that its netcode is similar to QuakeWorld's(which catered to dialup latency) wouldn't help Tremulous, and would just get in the way. Q3's netcode is much better for broadband(it was designed for it) and dialup too, for that matter.

If Tremulous used XreaL it wouldn't even need to have re-done artwork. Who says we absolutely need awesome graphics right this second? The speed that XreaL can achieve with its behind-the-scenes rendering optimizations is worth it alone. After it's ported, later updates could include graphics enhancements. Plus, using XreaL would finally fix the shadowing problem with the current crappy stencil/projected shadows in the Q3 engine.

I may be wrong here, but I think the map compiler for Tremulous discards all light entities and keeps only the lightmaps and the lightgrid. Without the positions of the light sources you cannot compute the shadows. (You could compute shadows for dynamic lights only).
This is true. Xreal also discards all light entities during compile(unless they have the dynamic flag). Lights from weapons and other things would cast shadow.


MitSugna

Quote from: rotacak on January 21, 2010, 01:08:47 PM
Did anyone compiled xreal on windows?
of course not... they just like to mention it in every opportunity and admire the screenshots.

SlackerLinux

Quote from: rotacak on January 21, 2010, 01:08:47 PM
Did anyone compiled xreal on windows?

who cares about windows
i have compiled it on linux.
Slackware64 13.1
SlackersQVM/

your face

Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

Odin

Quote from: rotacak on January 21, 2010, 01:08:47 PM
Did anyone compiled xreal on windows?
The Windows binaries are in the SVN. Some frown on this decision but it's intended for artists who don't know how to compile stuff.

rotacak

But I saw somewhere that xreal tremulous can be compiled only for linux yet. I cant test it, I have shitty gfx card.

Odin

Quote from: rotacak on January 22, 2010, 02:08:22 AM
But I saw somewhere that xreal tremulous can be compiled only for linux yet. I cant test it, I have shitty gfx card.
Then why are you even trying...

mooseberry

Quote from: Odin on January 22, 2010, 04:00:19 AM
Quote from: rotacak on January 22, 2010, 02:08:22 AM
But I saw somewhere that xreal tremulous can be compiled only for linux yet. I cant test it, I have shitty gfx card.
Then why are you even trying...

All he did was ask...
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Plague Bringer

Quote from: mooseberry on January 22, 2010, 04:01:30 AM
Quote from: Odin on January 22, 2010, 04:00:19 AM
Quote from: rotacak on January 22, 2010, 02:08:22 AM
But I saw somewhere that xreal tremulous can be compiled only for linux yet. I cant test it, I have shitty gfx card.
Then why are you even trying...
All he did was ask...
And.. Y'know.. Kinda jump on the bandwagon of people who can't run an Xreal based game too well?
U R A Q T

Odin

Then why would he attempt to compile it? That's all I asked.

rotacak

I not attemped to compile it, but I should. It could save half of this thread.  >:(

I want to know if is possible run xreal Tremulous on windows. And yes, I can't run it, that is reason, why I asking.

Haraldx

Xreal - wtf? whats that? seems very high graphics tho.
Source - fuck steam.
ioq3 - Out dated graphics, fine tho.
Cryengine(1 or 2) - can't make even a mod on it.

Come on guys! did you know that CoD2 was made on ioq3 engine? it has much better textures and other shit that trem hasn't, but you are whining about changing engine! The devs just have to work more, and thats it!
Quote from: Tremhelper on June 17, 2011, 12:48:36 AM
...princibles of judgement do not apply to me.
Quote from: J3lackStar on July 14, 2011, 08:11:54 PM
I JUST MINED ANIMATED CREATURES

rotacak

Quote from: Haraldx on January 25, 2010, 04:35:20 PM
The devs just have to work more, and thats it!
I doubt that devs can make higher FPS on this engine with any work.

CATAHA

Quote from: Haraldx on January 25, 2010, 04:35:20 PMCome on guys! did you know that CoD2 was made on ioq3 engine?
No, it wasnt. CoD was based on q3, CoD2 based on totally new engine by Infinity Ward.

Quoting:
Quote
Unlike Call of Duty 1 the second part did not use the id Tech 3 Engine, but a self developed structure. It supported DX 7 and DX9 and delivered impressive - at the time of the Call of Duty 2 release - textures, pixel shading as well as legendary smoke effects.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

MitSugna

Quote from: CATAHA on January 25, 2010, 07:50:20 PM
Quote from: Haraldx on January 25, 2010, 04:35:20 PMCome on guys! did you know that CoD2 was made on ioq3 engine?
No, it wasnt. CoD was based on q3, CoD2 based on totally new engine by Infinity Ward.

Quoting:
Quote
Unlike Call of Duty 1 the second part did not use the id Tech 3 Engine, but a self developed structure. It supported DX 7 and DX9 and delivered impressive - at the time of the Call of Duty 2 release - textures, pixel shading as well as legendary smoke effects.
I bet it is still based on q3


UniqPhoeniX

Quote from: http://www.moddb.com/games/call-of-duty-2
...thanks to the stunning visuals of the new Call of Duty 2 engine.

Call of Duty 2 provides an amazing experience with all-new enhancements, ranging from stunningly realistic graphics to seamless gameplay, a new engine...

Engine      id Tech 3
Quote from: http://en.wikipedia.org/wiki/Call_of_Duty_2Engine    In-house engine by Infinity Ward
???

Asvarox

Quote from: J3lackStar on July 14, 2011, 09:14:42 PM
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(