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  • #16
    Trilinear filtering is set using gl_texturemode gl_linear_mipmap_linear. <-- better quality
    Bilinear filtering is the GLQuake default at gl_linear_mipmap_nearest.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #17
      i figured out the problem. I created a new quake directory and put enginex 4.64 in that. It works fine now. I'm really impressed with the speed and graphics of it. The shotgun dust and the blood mist is the only bad part. And no blood stains on the gorund

      Overall it runs smoothly and looks great! I really like the r_novis and wateralpha with the fog and water effects. Looks really good, and plays fast. Fix the shotgun white dust and the blood mist in the trails and make some blood stainmaps, and this will be great!

      More high detailed gore please!!!
      Originally posted by Magnus
      Apology accepted.

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      • #18
        TV, I'm glad you are liking it. More work has yet to be done. I want to super-simplify the menu and have it use intelligent settings for DM versus single player. I'm trying to thin down the number settings.

        And then I will be adding some "blow your mind" features I have already written and some that are in my head or have been written up on paper. I don't want to spoil anything by talking about them, but I have invested a ton of time on engine R&D in the last 2 years.

        I need to complete the tournament mod and finish the new more secure ProQuake server before this gets the majority mind-share of my attention.
        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 ...

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        • #19
          I've started using Engine X lately..... but the sound doesn't work o.o am I missing some console command or anything, people creeping up on me is no bueno

          **edit**

          false alarm! didn't realize the power flicked and cut my speakers off lol, gonna return to the corner and cry
          My Little Computer
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          • #20
            I'm starting to like this as well, but I still have a few issues:

            1. The menu still needs fixed... but you know of this already
            2. Whether by design or not, there's a lot of missing effects. The screen doesn't flash or shake when you get hit, there's no glow from the quad/pent/ring, etc. I can see why some people would prefer it this way, but I would like to see an option in the menu to turn this on/off.
            e|------------------------0---------------
            B|---------------0^1----------------1----
            G|---------------2------2------0^2-------
            D|---------------2-------2--2-------------
            A|---------------0------------------------
            E|----------------------------------------

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            • #21
              Originally posted by foq View Post
              2. Whether by design or not, there's a lot of missing effects. The screen doesn't flash or shake when you get hit, there's no glow from the quad/pent/ring, etc. I can see why some people would prefer it this way, but I would like to see an option in the menu to turn this on/off.
              There are issues particularly with the flashes. Known issue, trying to get a handle on the whole scope of the engine. It is easier said than done, but I'm nearing the threshold.

              In the past I wasn't at the point where I had most of the workings on the engine in my head. I'm far closer to that now.
              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 ...

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              • #22
                baker, I like this engine. It runs really fast. Makes good use of the hardware. Some realtime lighting and gore effects would be good for it. And i guess you know the menu is broken on some options. I'm most impressed by the water effects with r_novis 1, and r_wateralpha .4. It works really good on COOP. Thanks for all your hard work man.

                I see you have real colored lighting... can you just increase the radius size of it? Overall this is a really impressive engine, THANKS!
                Originally posted by Magnus
                Apology accepted.

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                • #23
                  Originally posted by turtlevan View Post
                  baker, I like this engine. It runs really fast. Makes good use of the hardware. Some realtime lighting and gore effects would be good for it. And i guess you know the menu is broken on some options. I'm most impressed by the water effects with r_novis 1, and r_wateralpha .4. It works really good on COOP. Thanks for all your hard work man.

                  I see you have real colored lighting... can you just increase the radius size of it? Overall this is a really impressive engine, THANKS!
                  Engine X is under-going a massive overhaul at the moment, some of which will be added into ProQuake. As much as I'm tempted to talk about the changes, I think the surprise factor would be more fun. Not going to commit to an exact release date (except that this is not some distant future thing, it will occur sometime in March or April ... I have nearly unlimited time for a bit and I'm taking this time to serious re-design stuff ... not just incremental improvements/changes.)

                  I'll have to think about the color radius thing ... we'll see.
                  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


                  • #24
                    Originally posted by Disco
                    Other than that, engine x is incredible. I love the looks and feel of it and i want to use it, but unfortunately this issue makes it unplayable for me. Any suggestions or ideas that you have would be greatly appreciated.
                    I'm working on a huge revision of Engine X and the ProQuake server which I anticipate will be done sometime late this month.

                    I'll look at this issue again, it looks like others reported it as fixed. But what version does it say in the console?

                    Either way, right now I have a mountain of manageable but boring and tedious stuff for the new version and for me to get it out on time, I can't get sidetracked into detailed investigations not relating to the code at hand right now.

                    But question ... are you sure you are using the current version? I did a lot of testing to ensure that the most recent version did not have that issue. But it is possible I missed some config setting or only missed fixing the problem with every possible setting.

                    Either way, I'll revisit this before the next release.
                    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


                    • #25
                      That almost certainly sounds like fullpitch problems , and somethign relating to the max and min values of the pitch.

                      Duplicatable by going to a server that has full pitch DISABLED , and your client having it ENABLED, the result is your video screen being pissed off because its jerked "Back" to the "Acceptable" minimum or maximum pitch


                      note; When fullpitch showed up in clients, this problem showed up. because most server's have it disabled!!!!!trying to shoot a nade straight up with it enabled, it makes you shoot grenades backwards, which is annoying.
                      Last edited by Mindf!3ldzX; 04-02-2011, 10:10 PM.
                      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                      • #26
                        I think the old problem was more to the way angles were written to the server from the client. This was inherited from the FitzQuake protocol. As it rounds to the nearest number

                        Code:
                        #define Q_rint(x) ((x) > 0 ? (int)((x) + 0.5) : (int)((x) - 0.5))
                        
                        
                        MSG_WriteShort (sb, Q_rint(f * 65536.0 / 360.0) & 65535);
                        ProQuake servers read client angles using shorts but rounding towards zero.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • #27
                          The latter sounds very familiar to me.
                          IT LIVES! http://directq.blogspot.com/

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                          • #28
                            Nice Baker! I tried it and looks very good.. I love the underwater effects! good job!
                            200 a�os de mi querido PARAGUAY
                            14/05/1811

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                            • #29
                              Engine looks fantastic, Baker.

                              One thing I tried to do was move where the show_fps was being displaying using show_fps_x and show_fps_y. Neither command seemed to do anything.

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                              • #30
                                Runs great Baker, i like it.

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