This project is about releasing improved versions of EliteForce's multiplayer game. I am using the Quake3 engine source code maintained at to create a game that is suited to run the multiplayer part of Star Trek Voyager - Elite Force from Ravensoft. Of course, the modifications are 100% free and can be used in compliance with the terms of the GPL. A lot of new features have found their way into the icculus.org version of Quake3 that are available with this EliteForce engine release as well automatically: - OpenAL sound support - HTTP/FTP download support - Ogg Vorbis sound file support - AVI video Furthermore, there have been some updates to the graphics quality (nothing big though) and alot of bugs fixed, among them security relevant ones. The engine retains full multiplayer compatibility to servers running with the original Elite Force. There are versions for different architectures of Windows, Linux and MacOSX.

Description

new with version 1.37: - Sound attenuation has been changed to nearly the original behaviour. - Ogg vorbis sound format is now supported natively by the engine. - The Ioquake3 project has included a download redirect option! Server admins can now point with an URL where to download files from and the client can download them. See the README-IO.txt file for more info on how to use this. - Antiwarp feature: Makes movement of people with wrong packet settings smooth. Enable it by setting cvar sv_antiWarp to 1. It comes in two flavours: sv_antiWarpBias 0 will hardly affect response to user commands (shoot, move, etc.), but will lead to many prediction errors. sv_antiWarpBias 1 won't have the problem with prediction errors but will add *a lot* of latency on misconfigured clients and slightly noticeable latency even on correctly configured client. A constant framerate and good connection is a must. This ensures that all players appear smoothly and those that do not - if their command rate...

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