Jump to content

Dragonji

Members
  • Posts

    530
  • Joined

  • Last visited

  • Days Won

    62

Posts posted by Dragonji

  1. It seems NQ isn't compatible with XreaL yet... Other mods too of course, but I remember I was playing on a Jaymod server without any problems some time ago (that was an alpha build of XreaL if I'm right).

     

    For now, if you would like to discover all the benefits of XreaL, you should start a local server on etmain or connect to the XreaL server:

    XreaL Serverlist

  2. The most important part, the list of features:

     

    ETXreaL

    IMPORTANT: Changed media license for community contributions to "Creative Commons Attribution-ShareAlike 3.0 Unported"

    • Changed required minimum OpenGL version to 3.2 on Windows
    • 20 - 80% faster runtime speed by using better Visual Studio compiler options
    • Replaced VS 2008 and SCons project files by Premake 4.3
    • Changed default binary installation folders to bin/ to avoid conflicts between different architectures
    • Improved r_softShadows quality and speed with irregular shadowmap sampling like in Crysis
    • Implemented Exponential Variance Shadow Mapping to fight the VSM light bleeding problems
    • Optimized tangent space calculations for ET skeletal models (big speed improvement if r_vboVertexSkinning 0)
    • Fixed bugs concerning r_vboDeformVertexes
    • Added more ET specific keywords to the .shader parser
    • Added top-down view for r_showBspNodes
    • Added engine version to the console
    • Updated JPG loader to libjpeg 8c
    • Added Omni-bot 0.81 to default etmain game
    • Defaulted com_maxfps to 125
    • Rewrote HDR tone mapping to use correct RGB <-> XYZ <-> Yxy color space conversions
    • Added GUID system to generate etkeys which are sent as cl_guid
    • Renamed r_dynamicLightCastShadows to r_dynamicLightShadows

    ETXMap

    • Improved ETXMap -map2map -format quake3 using additional support for worldspawn detail brushes
    • Improved ETXMap -map2map -format quake3 to support texture coordinates without GtkRadiant 1.4
    • Improved alternate BSP splitter algorithm for faster map compiles and better rendering speeds
    • Updated JPG loader to libjpeg 8c
    • Changed Unix home dir from .etwolf to .etxreal

    ETMain

    • Added over 1 GB new high resolution textures using diffuse, normal and specular material information
    • Added replacement textures for battery and fueldump by Eonfge
    • Added high quality skyboxes and models by AVOC
    • Added fueldump additions by KeMoN
    • Converted original ET maps to the Doom 3 .map format and added an etx_ prefix to them

    Minimum system requirements:

    CPU: 2 GHz (Intel or compatible)

    System Memory: 512 MB

    Graphics card: Any graphics card that supports Direct3D 10 and OpenGL >= 3.2

     

    Recommended system requirements:

    CPU: 3 GHz+ (Intel or compatible)

    System Memory: 1024 MB+

    Graphics card: GeForce 8800 GT, Radeon HD4850 or higher.

     

    More info: http://www.splashdam...0-ETXreaL-0.3.0

     

    This post has been promoted to an article

  3. You don't need to edit cfgs for them. You only need to make a client download with them in it. The teamhit sound is enabled with g_hitsounds flag 8 though. That is not enabled by default.

    You should update server's manual provided with the mod package cause at the moment it says that '8' flag in g_hitsounds is unused.

  4. but I do know of a few in the top 50 ranking of server population that do not enforce. I'm am fairly certain these servers would not switch to silEntT for this reason.

    So they probably will stay with ETPub if such a feature is too important to lose it :), but there are certainly other reasons why they still keep ETPub and you cannot be sure they don't change the mod only because of 1 removed cvar. Moreover, you can try silEnT 0.2.1 where cg_damagekick is still changeable AFAIK.

  5. Are there any differences between forcecvar <command> 0 and sv_cvar <command> EQ 0? I'm browsing the package of the newest silEnT mod and I see there is a file with cvars to force. I noticed that some commands are forced by forcecvar command (eg. forcecvar snaps 20), while others use sv_cvar EQ (eg. sv_cvar r_rmse EQ 0). Could someone explain what are the differences between these two metods of forcing an equal value for a cvar?
  6. Unlocked cg_damagekick wasn't a feature of original game and the most popular mods so in my opinion the same value for everybody like it is from the ET beginning is fair enough. There is no reason to make the game more uneven. Just my humble opinion, you don't have to agree with me :)
  7. Hello there :)

     

    My Idea is to make more configurable system for killing sprees and multi kills in the silEnT mod.

    I wonder there is a separated config file for this, so server admins can change messages by their own, disable some announces (like double kill which is distracting when repeated x times per minute) or change their showing (eg. double kill notification would be showed only to the killer), so people don't have to use external scripts such as kspree.lua when they want to personalize something a little more :)

     

    What do you think?

  8. Better solution would be to design new loading screen that has black all around and not just on the sides. In any case, we will not go back to the distorded loading screens and limbo menu.

    Anyway, it would be great to see some fix for these empty areas on the sides ;)

  9. In 0.4.0rc1 version they look like this on my 1440x900 native resolution:

     

    http://obrazki.elektroda.net/17_1319289358_thumb.png

     

    http://obrazki.elektroda.net/61_1319290503_thumb.png

     

    You should agree that it doesn't look so good. In my opinion it would be better to see loading screen and limbo menu again in full screen like it was before widescreen aspect ratios have been fixed:

     

    http://obrazki.elektroda.net/32_1319290901_thumb.png

     

    http://obrazki.elektroda.net/74_1319291101_thumb.png

  10. Just wanted to say hello here :)

    Hello :)

     

    i do have a problem getting hitsounds to work tho, but well....

    Yep, original silEnT body hitsounds are pretty weird for someone who played all the time with the ones provided with Jaymod, NQ, ETPub, N!tmod etc., but you can easily change them by custom *.pk3 file ;)

  11. Hi there.

     

    I'm thinking about moving my clan's server from Jaymod to silEnT and I'm almost sure that silEnT would be much better, but I have one question. What are the differences between these 2 mods in using server's CPU & RAM?

     

    It's important for me because from my experience I can say that Jaymod + ServerFacade + 8 bots takes way too much CPU's power...

  12. I would like to share my opinion about new themes. Firstly, I wanna say that both look great! A really good piece of work from graphic designer! :)

     

    I just have one small suggestion. IMO mouse cursors are too big and they look pretty ugly, I'd also suggest to remove shadow effect from them.

     

    And again, I must say that 0.4.0 version surprised me in positive way, keep it up guys! :)

×
×
  • Create New...