Author Topic: Cube2 engine  (Read 90549 times)

Bowzer

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Re: Cube2 engine
« Reply #90 on: January 18, 2010, 06:47:35 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

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Re: Cube2 engine
« Reply #91 on: January 18, 2010, 07:09:51 pm »
nope, it's a bytecode.
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your face

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Re: Cube2 engine
« Reply #92 on: January 19, 2010, 01:27:31 am »
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...
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Bissig

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Re: Cube2 engine
« Reply #93 on: January 19, 2010, 02:03:17 am »
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

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Re: Cube2 engine
« Reply #94 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.

Timbo

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Re: Cube2 engine
« Reply #95 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.

Lava_Croft

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Re: Cube2 engine
« Reply #96 on: January 19, 2010, 11:14:45 am »


It begins...
Nothing ever happens.

SlackerLinux

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Re: Cube2 engine
« Reply #97 on: January 19, 2010, 11:49:01 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.
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gimhael

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Re: Cube2 engine
« Reply #98 on: January 19, 2010, 02:10:46 pm »
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

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Re: Cube2 engine
« Reply #99 on: January 19, 2010, 09:29:18 pm »


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

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Re: Cube2 engine
« Reply #100 on: January 19, 2010, 10:33:00 pm »

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

Odin

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Re: Cube2 engine
« Reply #101 on: January 20, 2010, 06:13:28 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.

rotacak

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Re: Cube2 engine
« Reply #102 on: January 21, 2010, 01:08:47 pm »
Did anyone compiled xreal on windows?

MitSugna

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Re: Cube2 engine
« Reply #103 on: January 21, 2010, 01:12:38 pm »
Did anyone compiled xreal on windows?
of course not... they just like to mention it in every opportunity and admire the screenshots.

SlackerLinux

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Re: Cube2 engine
« Reply #104 on: January 21, 2010, 01:49:35 pm »
Did anyone compiled xreal on windows?

who cares about windows
i have compiled it on linux.
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your face

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Re: Cube2 engine
« Reply #105 on: January 21, 2010, 05:13:33 pm »
Did anyone compiled xreal on windows?

who cares about windows

Only half of the community... ::)
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Odin

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Re: Cube2 engine
« Reply #106 on: January 21, 2010, 07:52:20 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

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Re: Cube2 engine
« Reply #107 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.

Odin

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Re: Cube2 engine
« Reply #108 on: January 22, 2010, 04:00:19 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

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Re: Cube2 engine
« Reply #109 on: January 22, 2010, 04:01:30 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...
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Plague Bringer

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Re: Cube2 engine
« Reply #110 on: January 24, 2010, 05:50:08 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

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Re: Cube2 engine
« Reply #111 on: January 24, 2010, 11:37:27 am »
Then why would he attempt to compile it? That's all I asked.

rotacak

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Re: Cube2 engine
« Reply #112 on: January 25, 2010, 03:18:10 pm »
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

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Re: Cube2 engine
« Reply #113 on: January 25, 2010, 04:35:20 pm »
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!
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

rotacak

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Re: Cube2 engine
« Reply #114 on: January 25, 2010, 07:16:34 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

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Re: Cube2 engine
« Reply #115 on: January 25, 2010, 07:50:20 pm »
Come 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.
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MitSugna

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Re: Cube2 engine
« Reply #116 on: January 25, 2010, 11:57:17 pm »
Come 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

Asvarox

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Re: Cube2 engine
« Reply #117 on: January 26, 2010, 09:56:58 am »
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

UniqPhoeniX

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Re: Cube2 engine
« Reply #118 on: January 26, 2010, 10:40:48 am »
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_2
Engine    In-house engine by Infinity Ward
???

Asvarox

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Re: Cube2 engine
« Reply #119 on: January 26, 2010, 11:14:40 am »
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(