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  • Engine X 4.61 Beta

    Edit: Download link updated to version 4.62, a far better version than 4.61

    Download: Engine X 4.62 - 39 MB (Source)







    If you have a previous Engine X installed, delete the quake\enginex folder before installing this one. The game data is still in flux.

    New features in this build:

    1. FitzQuake 0.85 protocol. Engine X can play all single player releases ever made. Warpspasm, ORL's new map, A Roman Wilderness of Pain, Masque of the Red Death and any other map you can name.

    2. cl_hudstyle 2 = partial implementation of bFeared's HUD. It kicks ass.

    3. Several bug fixes. Dead bodies are colored, the quit menu screen is centered. Many minor bugs remain.

    4. Fish count fix and deathmatch 3. As Engine X is a gamedir'd engine like JoeQuake and Qrack, I have taken advantage of this to ensure that the progs.dat running doesn't have the bad fish count. If you peek around the pak files and directory structure, you'll see what I have planned for future releases. But I won't admit it.

    5. show_speed 1 in the console features an actual speedometer showing your velocity in "Quake feet per second".

    These radical changes are nothing compare to future releases.

    [R00k, please steal whatever codez at will.]
    Last edited by Baker; 09-24-2010, 10:39 AM.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

  • #2
    Originally posted by Baker View Post
    [R00k, please steal whatever codez at will.]
    I'll gladly adapt your 666 implementation. and poke around your pak
    I need to get off my "add new features" cycle and put out a stable release, so I can work on CAx again and a linux build.
    My wife will spend an hour doing her hair, to go see a movie in the dark!
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

    Comment


    • #3
      I like this engine. It's fast an looks good, the HUD is nice. I didn't download this new release yet (I'll grab it when I get home later) but I'm using the last release to test the map I'm currently working on.

      Only thing that's strange is the color of the RL skin it ships with imo.

      And can I bind a key that exits the game without having to press "Y" to confirm? I used google and found a website that said one should use quit instead of menu_quit but I already use that and still I have to confirm. (This may seem like a stupid thing to worry about but as a mapper you start/quit very often while testing stuff.)
      dfsp*spirit
      my FPS maps

      Comment


      • #4
        Originally posted by dfsp_spirit View Post
        And can I bind a key that exits the game without having to press "Y" to confirm? I used google and found a website that said one should use quit instead of menu_quit but I already use that and still I have to confirm. (This may seem like a stupid thing to worry about but as a mapper you start/quit very often while testing stuff.)
        cl_confirmquit 0 or something to that effect should do the trick.

        And if it doesn't, then tell me because it is a bug. Admittedly, I am trying to do too much far too fast with this engine so I don't have the same level of quality control as, say, ProQuake ... at the same time if I do not make frequent releases my coding changes will go out of versioning control.

        And in the end this engine will not be a different engine than ProQuake, but rather a different build of ProQuake.

        re: Gold rocket launcher ... I have a silver rocket launcher skin. I made the gold one from the silver one, heh. I'll dig up the silver one and post it.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #5
          Thanks, I'll try cl_confirmquit or (whatever it is named, I'll find it) later.

          EDIT: It works, thanks.

          Originally posted by Baker View Post
          at the same time if I do not make frequent releases my coding changes will go out of versioning control
          That's a strange approach to version control. Can't you get free svn without limitations at sourceforge or something? (I also have my own svn server at airrocket.net and I could give you an account, no problem at all.) And if quakeone.com is running on a root server installing an svn server yourself is simple.
          Last edited by dfsp_spirit; 09-27-2010, 11:30 AM.
          dfsp*spirit
          my FPS maps

          Comment


          • #6
            My obsolete way of doing things works just fine for me. An SVN won't write the code for me. And I discard 5 times as much code as a keep, I scrap things all the time and certainly don't want to be bothered keeping track of that stuff!
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • #7
              Ah, but if you use SVN, you'd only scrap the bits that were an actual problem, as well as easily see the changes you made, and thus the cause of the bug you're currently stuck with, without having to obliterate all your hard work because of a single bug on a single line somewhere.
              Or something like that anyway.
              your choice.
              Some Game Thing

              Comment


              • #8
                I'm delighted to see engine builds standardising around protocol 666; it's about time we got moving in this direction, and great that we have such a well documented base to work from.
                IT LIVES! http://directq.blogspot.com/

                Comment


                • #9
                  Metlslime's total documentation and explanation of the protocol is one of the most meaningful and useful efforts to create a new standard in several years.

                  I'd talk more about some of the upcoming features this engine is going to have, but I think it will be more fun just to do them.

                  Engine X gives me the opportunity to do some features that would be completely inappropriate for ProQuake; yet ProQuake will benefit from Engine X code as I spin them into one source base.

                  With Engine X, I have free reign to add any obnoxious feature into the engine.

                  The next version of Engine X will have a mod installer/launcher installer built-in:



                  With the above, I no longer need it to be a separate application but I can build it into the engine.

                  This feature is, of course, thanks to R00k for the download mechanism.

                  Discussing the above upcoming feature doesn't ruin anything, I have plenty of surprises coming up.
                  Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                  So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                  Comment


                  • #10
                    Hey Baker,


                    I just wanted to compliment you on a great client! i really like the look and feel of it. I ran across 2 issues 1 of them im not sure if its the client or a combination of things.

                    Issue 1 - Seeing through walls. On dm3 or any map im assuming, i can set r_wateralpha to .1 or .2 where it is almost see through and if you get close enough to a teleporter, you can see through the walls behind the teleporter into other rooms.

                    For example, i stood at the back hall teleporter on DM3 and was able to see the Red Armour room including the RA on top. I was able to see explosions and stuff and knew not to go in that room. I was not able to see players though.


                    Issue 2 - Something is def diff with the sensitivity and mouse settings. If i am falling or jumping and i pick my mouse up off the mouse pad just slightly it will snap my view down ( i think, it was one direction it always snapped to like instantly).

                    I know you are probably saying why did you pick your mouse up, well i barely do it, but apparently its part of the way i play and i didnt even notice it until trying this client, and when your view is snapped to one position automatically while you are falling, thats not good. Like i said this may be a combination of issues though.


                    Thanks again for this cool looking client, i cant wait to make some videos using it.



                    Disco

                    Comment


                    • #11
                      Runs fast and well for me. There are a coupla behind-the-scenes techie things that I'm gonna drop you a PM on.
                      IT LIVES! http://directq.blogspot.com/

                      Comment


                      • #12
                        This build doesnt work for me, last one did, one before that didnt.
                        It loads up and everything, then freezes on resolution change or something.
                        Gnounc's Project Graveyard Gnounc's git repo

                        Comment


                        • #13
                          Yeah this build runs fast, no problems here. I've only noticed a hitch when picking up an item/backpack. I think it has something to do with the flash.

                          Great job, though, will definitely be browsin' through it when I get the chance.

                          Comment


                          • #14
                            Originally posted by gnounc View Post
                            This build doesnt work for me, last one did, one before that didnt.
                            It loads up and everything, then freezes on resolution change or something.
                            Next version will in part be dedicated to ProQuake synchronization. Yes, I can get this issue as well.

                            Originally posted by BFeared
                            Yeah this build runs fast, no problems here. I've only noticed a hitch when picking up an item/backpack. I think it has something to do with the flash.
                            It is indeed the flash. I need to rewrite the flash the ProQuake method.
                            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                            Comment


                            • #15
                              Looking forward to it. Thx.
                              Gnounc's Project Graveyard Gnounc's git repo

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