telejano4.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)
Fixing bugs. Adding new features related to scripting. The new features will be show as separate package "TechTests".
Wikipage:
http://telejano.berlios.deTelejano mail list:
https://lists.berlios.de/mailman/listinfo/telejano-devunused
Forums:
www.quakesrc.org in the quake1 forum
forums.inside3d.comAuthor:
Tei.
421621@ingta.unizar.es
About This version:
Old version notes:
Tei/Majula Type1 and Type2 Grass support.
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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:
If you get the wrong thing(all blue). Deactivate this stuff and the old gl_detail stuff.
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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.
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New:
Total CVARS: 253
Total COMMANDS:
178
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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 engineminor 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 :DBy 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)