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SCREENSHOTS "I use Tenebrae" (Seriously)

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  • #31
    My DP uses the same content, but of higher quality. As result, an average FPS I get is 60.

    I already know, that you don't like Tenebrae, why laugh at it again? You don't like it - just don't use it, nobody's forcing you to do it, right?

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    • #32
      I've downloaded and tried you tenebrae setup (it weights more than an overweight post mcdonald shambler!). It looks good, why don't you include also menu and hud? There is a way to avoid that crappy bug with weapons trespassing the walls?

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      • #33
        People are trying to say, you are trying to recusitate a long-dead, and unsupported/updated engine.Tenebrae was a GREAT tech demo,and that is all it was. DarkPlaces does everything Tenebrae does, if not better.


        I don't know enough about either engine to have a opinion worth voicing, but I do know you are on your own when it comes to a large portion of the work you are going to do,because as I said, Tenebrae hasn't been breathing for awhile,its dead,and you're trying to recusitate it back to life.
        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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        • #34
          Originally posted by IronWarfare View Post
          I've downloaded and tried you tenebrae setup (it weights more than an overweight post mcdonald shambler!).
          My fully updated DP with all the goodies for only Q and its mission packs weights 1.8 GB being ultra-packed with 7-zip :-)

          Originally posted by IronWarfare View Post
          It looks good, why don't you include also menu and hud? There is a way to avoid that crappy bug with weapons trespassing the walls?
          Unfortunately, I am afraid, this isn't possible. At least, I couldn't find the way to do it. I believe in both cases it requires updating the code, and no one's gonna do it.

          Originally posted by Mindf!3ldzX View Post
          Tenebrae hasn't been breathing for awhile,its dead,and you're trying to recusitate it back to life.
          I understand that, for sure. But as it's still (mainly) playable and (mainly) upgradeable - why not try it? :-)

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          • #35
            EXACTLY the point YOU was trying to convey, which is you have decided to dedicate time into it,which is commendable at the very least, but just make sure you make a big enough "fuss" about making people take notice when you are done,and make sure you're finished work is downloadable/accessible for future user's. Nothing makes me more angry than when good work gets preformed,a handful of screenshots are posted and only 1 obscure file hosting site is the only availible link for future users,which ends up broken and the author's are long-gone.
            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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            • #36
              Can someone with engine coding experience take Tenebrae's effects (fog and weather) and put them into Darkplaces? I only have Tenebrae because of those. The fog in Tenebrae actually STAYS enabled. In Darkplaces I have the reenable it every map load. Plus I loved the rain option. (I do know it's not a simple copy and paste to enable those effects into Darkplaces)

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              • #37
                Qrack has rainy day option too
                Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                • #38
                  Seems to be in all but Darkplaces lol
                  Personally I think it's something LordHavok should look into. Weather effects. Also have them enabled via txt document.
                  So in weatherinfo.txt you can put
                  e1m1
                  (skybox texture name)
                  rain (then put in values that effect how heavy, ect)

                  Then would spawn rain from areas with that skybox texture. So it would rain only outside.

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                  • #39
                    Originally posted by Mindf!3ldzX View Post
                    Nothing makes me more angry than when good work gets preformed,a handful of screenshots are posted and only 1 obscure file hosting site is the only availible link for future users,which ends up broken and the author's are long-gone.
                    I have posted the links to torrents for the files. Unfortunately, as the main file is very large, not a big number of file hostings are suitable for them.

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                    • #40
                      Originally posted by ooppee View Post
                      Can someone with engine coding experience take Tenebrae's effects (fog and weather) and put them into Darkplaces? I only have Tenebrae because of those. The fog in Tenebrae actually STAYS enabled. In Darkplaces I have the reenable it every map load. Plus I loved the rain option. (I do know it's not a simple copy and paste to enable those effects into Darkplaces)
                      Agree, then DP will be PERFECT

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                      • #41
                        So, If I understood a former post correctly, Tenebrae will not work on the 64 bit Windows 7 system I just ordered?

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                        • #42
                          LH coded a rain shader once just for fun.

                          Fog settings from map to map shouldnt be too hard to retain.
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                          • #43
                            Yeah I have a key bound to enable fog, I would love a setting that Half-Life 1 had (had to enable with a command though).
                            In "Team Fortress Classic" every map had a cfg file that was executed specifically for it.
                            like 2fort.cfg:
                            bind kp_5 "say_team Enemy heading to flag room via Elevator"

                            then in well.cfg
                            bind kp_5 "say_team Enemy heading to flag room via Water Tunnel"

                            I'd be happy with even that (still having to manually push the key for fog/weather ect) but not required to have to make a alias to switch around fog colors - as you'd have a cfg set up that matches the level. Like my usual fog works on many maps - but some it doesn't (any lava levels for example).

                            R00k - have a link to his shader? Is it in the engine or no

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                            • #44
                              Originally posted by ooppee View Post
                              Yeah I have a key bound to enable fog, I would love a setting that Half-Life 1 had (had to enable with a command though).
                              In "Team Fortress Classic" every map had a cfg file that was executed specifically for it.
                              like 2fort.cfg:
                              bind kp_5 "say_team Enemy heading to flag room via Elevator"

                              then in well.cfg
                              bind kp_5 "say_team Enemy heading to flag room via Water Tunnel"

                              I'd be happy with even that (still having to manually push the key for fog/weather ect) but not required to have to make a alias to switch around fog colors - as you'd have a cfg set up that matches the level. Like my usual fog works on many maps - but some it doesn't (any lava levels for example).

                              R00k - have a link to his shader? Is it in the engine or no
                              .ent file replacement allows you to modify sky and fog settings on a per-map basis (use sv_saveentfile command in singleplayer and then edit the worldspawn entity in a text editor, for example setting "sky" "mtnsun_" to load the skybox mtnsun_ in your favorite maps, or "fog" "0.03 0.2 0.2 0.2" to put fog in the level)

                              LordHavoc's DarkPlaces Quake Modification
                              http://www.nextgenquake.com

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                              • #45
                                DP uses media of the more high definition, and other, that Tenebrae can't use at all (like 'pretty water' and so on, and as result I get about the same FPS in it.

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