TELEJANO QUAKE ENGINE
http://telejano.berlios.de

 


What the hell is this?

teiq4.exe
GPL Quake 1 Engine.

telejano.qc
code that help modding with telejano
(very old ).

telejano.tpak
optional external particles and model substitution for the engine.( pak file renamed)

Installation:

Running:


About this release version:

Final Release with Cheat, Zones, Cvar managing, etc.. features.

Reporting bugs/problems:


Wikipage:
http://telejano.berlios.de

Telejano mail list:
https://lists.berlios.de/mailman/listinfo/telejano-dev

unused

Forums:
www.quakesrc.org in the quake1 forum
forums.inside3d.com

Author:
Tei.
421621@ingta.unizar.es


New version notes:

About This version:

Hee... underwater fx from QMB engine.GeoDetails that improve lighting with a subtel random light pattern.

And r_autobubbles for a automatically generation of buubles nderwater.

try:

gl_caustics

gl_geocaustics

r_autobubbles

If you get the wrong thing(all blue). Deactivate this stuff and the old gl_detail stuff.


 Old version notes:

I dont remenber, because I am working in the SPX engine. Maybe only the fix for .spr entitys

to get MFX_ effect aplied. Test Prydon Gate with this engine to see a fire.spr enhanced.

- - -

New:

Total CVARS: 253
Total COMMANDS: 178

- - -

ZONES! (beta)

Smooth transition from fog setting, rain, snow, storms, ...

Commands:

How work?

define new transitions status (zones) in the zone/ folder as .cfg files. load with loadzone <name>,

loadzone stormblue will load stormblue.cfg

- - -

New gamma builtin settings : +ambient lux, -palette lux.

- - -

gl_detailscale change detail scale, default is 4.

extra_fx control the extra fx for tents (beta)

r_ambient base light for models

telecheat , teleclear teleport cheat


gl_detail 0/1
( default is 1 )

will load grayscale detail texture from "texture" folder


 

No new features, only fix and optimizations:

Support for ".TPAK" files. A .tpak file is a .pak file. The new extension is only for Telejano. Can help people to generate content Only for telejano, and mantain compatibility for others engines. With .tpak files, you can force a progs.dat for general engines, and other (inside the .tpak file) for Telejano.



r_autozing 0/1/...M (good value is 200~300)
generate random thunders from sky
(default off)

mod_cityofangels 0/1/2/3/4/5/6/7/8/666
DMSP alike feature: populate the level with monsters.
(default off)

fog <red> <blue> <green>
handfull alternate from gl_fog* cvars. From darkplaces engine

minor fixeds and speedups


mod_showlight 0/1
show light entitys in the level
(default off)

r_autofluor 0/1/2/3/4
generate flares from light_fluoro "light" sources. (Default level 2)

minor fixeds and speedups


Not soo much. Internal new architecture for Hazes and "fx_" models. Now is not needed
a REAL null model. The engine as a hardcoded null model. Because that, the new telejano.mdl
dont need these "fx_" models. If you need old teiq engines, please unpak first these old
fx_* models. Then install the new telejano.pak as usual.
Not need of teipartex.pak file!, the telejano.pak itself pak is files. This simplifice managing.

From old version (i forget this):
"mod_showlight" ... show light entitys of level. Usefull for mappers, and curious people :D

By suggestion of Makulo, a new light_fluoro handling is designed. BETA level!
now look cool but its not smart. Then only can draw from ceil light, and is draw from wall
lights not show 100% ok. Will try to improve this.

Anyway, It work. Test in this maps: e4m1 (cool!) and dm3 (humm...)

The default level for fx is too high. (i have forget to raise down for release)
r_autofluor 0/1/2/3..5/6
default value is 5, please raise down to 3 that is a safe value for fps.
value 6 is reserved for true makule volumetric-light emulation (with focus particle,
with the haze particles, or with a new special flare (directional flares?).

Planning:
Time over to code something about ambient sound, but i will look for good rains sounds, and lava
sounds sooon. And... maybe, windtunnels sounds... (maybe)


External particles textures ALFA SUPPORT, place external .tga files in your <textures>/particle folder. Maybe "quake\id1\textures\particles" or "quake\mod\textures\particles". ALFA set provided. Please, post in the wiki url to new PublicDomain or GPL particles sets. (will test substitutions ..)

mod_extendedparticle 0/1
cvar that control advanced look of wizzard, hellknight & blood.

misc_model
builtin support for this entity, model encoded in model is precache, set, and makestatic.

item_mdl
builtin support for this entity, model encoded in message is precache, set, and makestatic.

gl_decalfolder <mapmodel folder>

Not a usefull one :I , that make a smart substitution of load models, yo call *tree.mdl, then is load from <mapmodel folder>. You can set <mapmodel folder> to alienmapmodels, metalmodels, junglemodels,etc.. This and gl_themefolder fill the "theme" barrier. ( default "mapmodel" )

gl_themefolder <texture folder>

A very cool one!.. ( designed for "Durandal:Myrmidoom" )
you can change on-the-fly (map loading) the folder where the textures is search. This open the way to work with "themes". Ex: Jungle, Desert, Dust, Darklands, Metal, Blood, etc.. just with different sets of textures (.tga, .pcx.. )

( default value "textures" )


BIG bug fix that stop to load mod with name big than 4 letters (?)

gl_xrayblast 0/1
Light FX in the end of lightning blast.
(on by default)

r_autotele 0/1/2
new value "2" generate a "final-meltdown dimensional teleport" fx for teleports.
(off by default)

gl_emulationsoftwaremode with values 0/1/2 added for a "automanaged" filtering for textures/models.
1/2 values emulate "look & feel" of Software Rendering in the quake engine.
(off by default)

cvarlist
command that list all cvars (engine cvars, and user cvars)