I make things. Lots of things. Mostly...I make no sense.
There is supposed to be a video, it's not showing up for some odd reason.
Will have another article and update soon about a new map, and some other cool stuff.
It is, just get it from Red.planetarena.org, or download it from MODdb.com, or use SVN.
You know, I completely forgot about the endian fixes, but I won't leave that out when we make the full release announcement. That's some pretty important work, IMO.
Btw, I was marvelling at some of the game/bot changes you've made over the years, some of it I hadn't actually run across yet until I was working on the bot CTF ai routines.
It's not really because of being based on Q2. The BSP format is used in all id tech engines. The reason it's low is because we try to keep the FPS rate as high as possible, even for lower end systems. We also compensate that by using a lot of static meshes for details, rather than tons of brushes. Actually, since we now load the entire map into one VBO, I'm interested in seeing how things run with more brushes, it theoretically should run pretty fast.
Did you change the max_fps settings? AA is capped at 60 fps. cl_maxfps is the cvar you would need to set. Just type cl_maxfps 500 in the console. Also make sure vsync is disabled if you want it to go over the monitor refresh rate(usually 60 fps). (But, the game runs best when capped at 60 fps). Nexuiz also has far less detailed environments than AA, so it's not a totally fair comparison.
Make sure you install OpenAL, otherwise the sound will not work.
Re-uploaded with some tweaks :)
We have applied, and are waiting back from them.
Updated the shaders a bit. Now you can see the gore slide over the bricks, which are not build with brushes, but with parallax mapping.
Yeah it was kinda a quicky texture I made to test with. I could probably make something a little nicer and more "gorey".
Well I found something that was able to make the transition a bit smoother. I tried the two light source idea, but the problem is that I have to pass too many things from the vertex shader to the fragment shader, and ATI has a stupid bug on some drivers that restricts that too much. I think if we switch to pure opengl lights we can get around it, but for now, this will have to do. (I reuploaded the video with the smoother transition)
I really don't know why more games don't have it to be honest. It's not terribly performance costing.
Yeah, I noticed that, it's basically because we only consider one light source when lighting the mesh(for speed consideration). So when the dynamic light fades out, it quickly switches back over to the static light. I'm going to work on something with this, to either minimize it, or to split dynamic and static lighting sources in the shader.
It does, but those rough edges are mostly because of low polycount on those brushes(like the curb). I probably should have used more to round it out, but I was trying to keep it rendering as fast as I could. That's kind of the catch 22 with arena style deathmatch, we want it to be as detailed and realistic as possible, but also realize that framerates are very important to the players. With the optimizations we've made in recent months, we will be able to round out more of these edges now.
It is, it's open source :)
What video chip, driver, etc?
This one is free, what other one are you talking about?
Note - we have these off by default, not on. This is a server side setting.
Do you have OpenAL installed? What OS are you using?
Check the README file for the dependencies list.
7.52 does in fact say 7.51 when dropping the console, this was an error on our part.
It's already there :)
Look for an package called GNUtls, I think that is different than GNUutils.
Oh, and try changing to one of the true type fonts, it should be quite readable.
Yeah, the menus are one of the top priorities. The guy that was working on them took ill, so his work was never completed. Currently we are waiting for idtech4 to come out, and will likely poach that menu system into our engine.
It can be compiled for Mac, we just don't supply the pre-compiled binaries. However, there are glitches running under MacOS that are being ironed out.
Well calling it idtech 2 is a bit misleading, the renderer has been vastly rewritten with much more modern techniques.
Thanks, lighting is something we've worked heavily on, and I think we have achieved some pretty solid effects that you don't see in many free game engines.
There really isn't much about the renderer that is id Tech2 anymore, pretty much everything has been rewritten. The only thing that really remains is the bsp map format.
Check this thread - Corent.proboards.com
Also, I am not sure, but what version does the Ubuntu Software center have? If it's 7.50 or higher, the following would apply:
It's likely that libXxf86vm did not get linked. The xf86vm option is required for full-screen support. Use the configure option --with-xf86vm to check that; this will cause configure to fail if that library cannot be found.