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Thread: Et: Xreal

  1. #561

    Re: Et: Xreal

    Assigns to the texture the game properties set for lava. This affects both the surface and the content of a brush.
    From Q3Map2 Shader Manual It should be lighting and burning?

  2. #562

    Re: Et: Xreal

    so any new updates?

  3. #563

    Re: Et: Xreal

    Quote Originally Posted by Dragnadh View Post
    so any new updates?
    Who ever is interested in ET:XreaL should be on the IRC channel #xreal at freenode.

    However, who doesn't want to run or install an IRC client should have a look from time to time on the moddb page of et:xreal or the sourceforge page.

    I am not involved in this project, but currently what I heard and what I've seen is, that all the stock textures are being replaced by next-gen ones and that fueldump and battery are on the way being finished/ready to play soon.

  4. #564

    Re: Et: Xreal

    I am Trying to Port WF Temple to ET:Xreal, I created about 40 Bump Maps but the Map does not work in ETXreal

    I get the evil Z_malloc error of 16mbs

    http://et.trackbase.net/index.php?mod=mapinfo&midx=5041
    http://filebase.trackbase.net/et/maps/wf_temple_c14.pk3
    someone try this map with ETxreall, i cant get it to work!!!!!!!!!!

  5. #565

    Re: Et: Xreal

    Quote Originally Posted by Dragnadh View Post
    What is that/Does that.
    Its a Lava Effect, SImilar to Water, but you get Hurt when you go inside

  6. #566

    Re: Et: Xreal

    ETXreal needs a Good Coder
    http://xreal.git.sourceforge.net/git...reaL;a=summary

    No Code Changes in a While

  7. #567

    Re: Et: Xreal

    Quote Originally Posted by Gir View Post
    ETXreal needs a Good Coder
    http://xreal.git.sourceforge.net/git...reaL;a=summary

    No Code Changes in a While
    15 hours ago, as I speak...

    I know that our communications sometimes go silent, but please don't be hasty. If you want us to help you, you better come to your channel:

    Click to Chat with ETXreaL team
    Project website on ModDB: ET XreaL - ModDB
    our chat channel: irc.freenode.net @ #xreal
    ---------------------------------------------------
    My Site: www.kevindegeling.nl
    My Twitter: @Eonfge

  8. #568

    Re: Et: Xreal

    and since latest changes it builds on 64bit linux! \o/

    I'll try the server when I'll be back from work

  9. #569

    Re: Et: Xreal

    well there were no commits for 5 whole days. obviously the project was dead! if only there were an IQ test as part of forum registration ...

    @ponce: the omnibot lib may compile on 64bit now, but it is a long way from usable atm. the rest works great with 64bit and has for a while.

  10. #570

    Re: Et: Xreal

    sorry if my last post was ambiguos, crapshoot (I'll grab the occasion for thanking you for your work ).

    hope we can soon try/test it and report back issues: just tell us, non-c-coders, when it's time to.
    Last edited by ponce; 8th Aug 2011 at 20:12.

  11. #571

    Re: Et: Xreal

    np. it was my mistake to send a patch prematurely.

  12. #572

    Re: Et: Xreal

    Project still active?
    Regards, Hunter

    Contact:
    Xfire : hunterthebestnl

  13. #573

    Re: Et: Xreal

    definitely yes
    if you want to have a peek at development, just look at its git repository

    http://xreal.git.sourceforge.net/git/gitweb-index.cgi

  14. #574

    Re: Et: Xreal

    Ahh nice, how did I not see this thread before, looking really cool

  15. #575

    Re: Et: Xreal

    Quote Originally Posted by Scennative View Post
    copie the ET-XreaL.exe and the rendererGL3.dll in the wolfenstein directory. then you must make a zip of cgame, game und ui dll and rename it to mp_bin.pk3.

    copie that in the etmain directory.

    then you must make a zip of gfx, gls, and ui, rename it to pak7.pk3

    start the exe and enjoy the missing and wrong shaders xD

    Here the files, you can try it, but with no garanty xD

    http://uploaded.to/file/lfiygx
    Link is dead !

  16. #576

  17. #577

    Re: Et: Xreal

    The project is very active. Although the production changes from week to week because we are all addicted to this popular MMO, there are always things going on.

    For the assets, great afford is being made to replace the most visible textures first. Wall textures, which make up 90% of all environments, have now almost all been replaced, giving many scenes new looks. Props and such are next on the list, and hopefully much more as time progresses.

    We have confirmation from LMB and FireFly that they allow us to distribute their maps under our asset license (CC-BY-SA) so we will try to recompile those maps over time, although we won't work on those for now.
    Project website on ModDB: ET XreaL - ModDB
    our chat channel: irc.freenode.net @ #xreal
    ---------------------------------------------------
    My Site: www.kevindegeling.nl
    My Twitter: @Eonfge

  18. #578

    Re: Et: Xreal

    Im Talking about the Xreal Engine itself, it is too Slow to be a Functional Multiplayer, Speed is Very Important with Online FPS

    On the Xbox360 COD SP runs at 30fps and COD MP runs at 60FPS - EtXreal needs to Run at 60FPS on Low End Machines, so everyone can play, it also needs a Strong Game code, Regular Etmain is boring.

    Vanilla ET as an Enire Library of Maps, Every One of them Should Work in Open Territory
    Last edited by Gir; 28th Aug 2011 at 18:05.

  19. #579
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    Re: Et: Xreal

    Quote Originally Posted by Gir View Post
    Im Talking about the Xreal Engine itself, it is too Slow to be a Functional Multiplayer, Speed is Very Important with Online FPS

    On the Xbox360 COD SP runs at 30fps and COD MP runs at 60FPS - EtXreal needs to Run at 60FPS on Low End Machines, so everyone can play, it also needs a Strong Game code, Regular Etmain is boring.

    Vanilla ET as an Enire Library of Maps, Every One of them Should Work in Open Territory
    I haven't really noticed a big FPS drop with Xreal, but I have a quite powerful machine. I don't understand your point though? How can they provide better graphics if it still has to run on 5 year old machines? Seems to be incompatible in my eyes.

    The only complaint I do have with Xreal are the loading times, but this only annoys me from a mapper's point of view, I have to restart / reload the map a lot so the loading times are the only thing slowing me down. (For relevance I'm only talking about a 10sec load time though, but test map 5 times 50 sec... :P)

  20. #580

    Re: Et: Xreal

    Quote Originally Posted by stealth6 View Post
    I haven't really noticed a big FPS drop with Xreal, but I have a quite powerful machine. I don't understand your point though? How can they provide better graphics if it still has to run on 5 year old machines? Seems to be incompatible in my eyes.

    The only complaint I do have with Xreal are the loading times, but this only annoys me from a mapper's point of view, I have to restart / reload the map a lot so the loading times are the only thing slowing me down. (For relevance I'm only talking about a 10sec load time though, but test map 5 times 50 sec... :P)
    5 Years Cough, The Source Engine that Powers Half Life 2/Portal 2 is 8 Years Old and Runs Smooth on Low End Computers and the Graphics are Excellent.

    Team Fortress 2 is using the Source Engine and is the Most Popular Online FPS on Steam, If Team Fortress 2 used the Cytek Engine, I doubt it be Popular as it is with the Source Engine

    Don't forget the Quake 3 Engine is 12 Years Old
    Last edited by Gir; 28th Aug 2011 at 18:37.

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