Author Topic: XreaL + Trem  (Read 3985 times)

[COM-IT]Styx

  • Posts: 34
  • Turrets: +0/-1
XreaL + Trem
« on: March 14, 2007, 10:45:55 pm »
I'm having trouble putting XreaL with Trem.  Right now I'm working on the ui and game vms.  The ui isnt appearing, but I can still get console (cuz it's part of the engine).

biotxc

  • Guest
XreaL + Trem
« Reply #1 on: March 14, 2007, 11:41:04 pm »
xreal is not even q3 compatible
try evolution quake3
place cg_/g_/ui_public.h from trem to evoq3
generate client(q3 compatible) copy to trem
test debug test ...

you will just get GLSL support md5 model support and some other fps killer effects

[COM-IT]Styx

  • Posts: 34
  • Turrets: +0/-1
XreaL + Trem
« Reply #2 on: March 15, 2007, 02:10:39 am »
xreal is more compatible than evq3, i tried both

biotxc

  • Guest
XreaL + Trem
« Reply #3 on: March 15, 2007, 04:26:32 pm »
Quote from: "[COM-IT
Styx"]xreal is more compatible than evq3, i tried both

if you say so..
ok you first need to make trem run with ioquake3
there are some missing features in ioquake3 client
so you firsst need to complete them look at *_syscalls.asm in trem some functions are not defined ioq3 (or they are defined under different names)

if you can get it working with ioq3 you can make it run with evoq3
(yes need lots of work)

another way is merging xreal renderer to tremulous :x
(raynorpat merges xreal to ioq3 (for evoq3) and timbo merges ioq3(renderer) to trem SO possible :P But they both know what they are doing)

GOOD LUCK