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Tenebrae at it's best.

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  • Tenebrae at it's best.

    I have compared Tenebrae and Darkplaces with the texture packs, and my opinion is that Tenebrae still has best lighting and effects, despite the fact development was stopped 5 years ago.

    The questions are:

    1. Can I feed it with external ogg or mp3 music?
    2. Why doesn't Rygel's pack work with it the way it should? I have unpacked it, put its content into tenebrae/override subfolder. The first problem is that engine says it doesn't work with 'type 2 tga' about .gloss textures. Second is that it seems, all additional effects textures, except .luma are ignored. Is it engine's limits or I am doing something wrong way?

    So, in general, what can be done with Tenebrae and available models/testures/etc to make it look as perfect as it can?

  • #2
    Tenebrae was a techdemo. It breaks maps and mods.

    1. No
    2. Because Tenebrae does not support all the stuff Darkplaces can do.
    Quake 1 Singleplayer Maps and Mods

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    • #3
      Originally posted by Spirit View Post
      Tenebrae was a techdemo. It breaks maps and mods.

      1. No
      2. Because Tenebrae does not support all the stuff Darkplaces can do.
      Does it mean that Quake 1 singleplayer cannot be completed on Tenebrae?

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      • #4
        Quake 1 and its official mission packs can be completed but for everything else you are out of luck.
        Quake 1 Singleplayer Maps and Mods

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        • #5
          Originally posted by Spirit View Post
          Quake 1 and its official mission packs can be completed but for everything else you are out of luck.
          I am interested only in single.

          So, can anyone tell me, what features provided with Rygel's pack, Tenebrae supports?

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          • #6
            its safe to say the "todays tech" can be found in both Dark Places and Tenabrae , its more or less a choice of personal preference. As you said,Tenabrae has not been worked on for quite some time,so the best choice would be DarkPlaces.

            If you use Tenabrae and happen across some bugs, chances are they will stay there.
            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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            • #7
              Yes, I surely understand that Tenebrae is stall and no chances on further development.

              But it still has the most advanced technology for lighting and shadows, which attracts me very much. DP, unfortunately, if used without DPMod, doesn't even uses particles where you expect to find it, and that disappoints me. Fire and explosions look ugly comparing to other things.

              So, I want to have two engines showing the best they can.

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              • #8
                A better question is where can you download Tenebrae?

                It seems that the Tenebrae site is down and has been down for months.
                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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                • #9
                  Hmm, I seem to have seen "industri", which was made off of tenebrae, http://industri.sourceforge.net/dloads.php?e=t1 maybe they have added more shiznit to it.
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                  • #10
                    Originally posted by Baker View Post
                    A better question is where can you download Tenebrae?

                    It seems that the Tenebrae site is down and has been down for months.
                    The first link is Softpedia.

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                    • #11
                      Originally posted by R00k View Post
                      Hmm, I seem to have seen "industri", which was made off of tenebrae, [ Industri - Being re-built (again) on the Doom 3 engine ] maybe they have added more shiznit to it.
                      Industri currently is based on Doom 3 engine. The have abandoned the Tenebrae 2 engine long ago. Seems, this project (I mean Tenebrae 2) is dead also.

                      Ah, I have somehow stupidly missed the link in your message. Cool, thanks, I didn't think there is something to download from the project that seems abandoned.
                      Last edited by Mancubus; 10-09-2009, 01:17 PM.

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                      • #12
                        I updated my post like minutes afterwards but you read it between my edit
                        At best tenebrae is hardcoded glitchy crap. GREAT for 2001 but now with shaders and GLSL alot of the work done can be offloaded to the GPU more easily, and a wider port too! These are features best used to mod Halflife2 or quake4 etc IMHO, why bastardize a perfectly working source port with crap that 90% of the players CANT or WONT use? Im all for GFX etc but until the media meets the demands of the engine its just square fluff. DarkPlaces for the win.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • #13
                          Originally posted by R00k View Post
                          DarkPlaces for the win.
                          Yes, DP looks good, there's no argue, but some of its features (or, more correctly, the lack of them) are disappointing me.

                          I don't get why explosions, fire, monsters projectiles look like "welcome back to nineties". AFAIR, ALL of ports that were looking comparatively good (Telejano, Tomaz, etc.) had them much more prettier. The most irritating is Wizard's projectiles. In DP it's some almost colorless shit it spits at you. OK, maybe in real world, so to say, it would look exactly like this, finally - it's a slime, right? But guys, this ISN'T real world. IT'S Quake, ok? And he's a WIZARD, not some frog or whatever. Give him some color, huh?

                          And - ok, I am not a programmer and cannot estimate the way Tenebrae is coded, but let's agree - it's shadowing and lighting are more technological than DP's, right? And what do you want from Tenebrae, if it was developed even before the Doom 3 was released? Sure then it was an experiment, and their result maybe is not all that perfect from programmer's point of view, but for me, the GFX geek, Tenebrae is the winner. When I see the light going trough the window at the first map, it still impresses me. It is real loss for the community, as for me, that the development is ceased.

                          And as there are a lot of programmers, can anyone explain me two things?

                          1. What is the difference between DP's renderer and Tenebrae's one? Why shadows and light in Tenebrae look much more advanced and realistic? What technology is used for it in two engines?

                          2. Why there is no any other port until today that does the same? Why Lord Havoc doesn't take part of Tenebrae's rendering code and implement it into his port to get the best picture Quake can give ever?

                          Forgive me if I am too emotional and lame.

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                          • #14
                            Originally posted by Mancubus View Post
                            Forgive me if I am too emotional and lame.
                            You aren't being either. Everyone doesn't have to agree and I personally think it is cool you are defending and *expressing* your point of view and reasons.

                            Tenebrae has entirely it's own feel.
                            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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                            • #15
                              Tenebrae uses a different shadow volume code, as DP uses a more robust method. Tenebrae had to hardcode alot of thing to make up for the poor BSP format (and/or map glitches). If it looks odd in DP, its because the map was poorly made (or not made for shadow volumes). DP ALSO touts a shit load of (everything) from a better protocol, better QuakeC, beyond better gfx. All the particle effect btw can be customized via shader scripts, and DP also supports quake3/q2, hl1, and quake media. As our computers get faster DP becomes more "in-focus" every day. If you wanted to make a mod from scratch, or a total conversion, that would take a year to release, you'd best work with DP as everyone now a days has a 1Ghz cpu and at least a 1.3 compliant openGl card. Tenebrae u just have static shadow volumes, yippy!

                              Have you tried FTE?
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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