Q1 Engine Releases thread

Discuss programming topics for the various GPL'd game engine sources.
Entar
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Q1 Engine Releases thread

Post by Entar »

Post here about your latest engine release (though this is mostly a qc community, engine coders come and go...)
Entar
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Post by Entar »

Vengeance v2.0.1, the second version of my newest engine project based on QMB, has been released! Check out the website at http://entar.quakedev.com and pick up a copy today!
RenegadeC
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Post by RenegadeC »

I'll take 8!
MauveBib
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Post by MauveBib »

Doctor Ren, you're finally becoming a crafty consumer!
Apathy Now!
Entar
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Post by Entar »

Vengeance v2.1.1, the new version of my NetQuake engine project based on QMB, has been released! Check out the website at http://entar.quakedev.com and pick up a copy today! :D :lol:
RenegadeC
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Post by RenegadeC »

http://www.dcemulation.com/phpBB/viewtopic.php?t=65193

Makaqu by Fragger released.. software rendering engine, better then ToChris ;)
Dr. Shadowborg
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Post by Dr. Shadowborg »

The features are tasty, but it runs slow on older machines (Probably due to the broken ASM he mentioned in the txt file), and I hate what he did to the lighting system.
Entar
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Post by Entar »

Vengeance 2.2.1 is released. New features include:

- Lots of bugfixes
- Dynamic crosshair applied to regular '+' version
- Improved blood and spark particles
- Slightly reworked particle script system
- Fragment shader lighting
- Basic .rtlights file support

Image
http://entar.quakedev.com
scar3crow
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Post by scar3crow »

This post has more info then the news post! omg-etc

Im gonna try the new release when I get back home tonight.
Entar
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Post by Entar »

New releases of Vr2 and vr2mod! Woo-friggedy-hoo! Let's start off with the Vr2 engine features:
- Optimized reflective water and motion blur
- Added new r_editlights cvars and commands
- Changed automatic blood texture geneation
- Added cl_gunx, cl_guny, and cl_gunz cvars
- Fixed texture shader on liquids
- Fixed bug in player colors
- Fixed -nomtex
- Fixed bug in console color with .avi capture
- Fixed celshading bug
- Fixed dlight-rtlights
Lots of bugfixes, eh? And a new feature here and there to boot. The new version of vr2mod includes a changed weapons system with alternate fire on certain weapons, fixed bugs, graphics enhancements, and more. Get on over to the downloads pages and check both out.
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Post by CocoT »

Cool! I'm gonna check it out :)

Oh, and it's my 100th post! I know many of you have a lot more, but for a lurker like me, it's not so bad! :P

Update: I wanted to try it, but it's giving me the following error : "Z_Malloc : failed on allocation of 112728 bytes"...
Bummer :(
Dr. Shadowborg
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Post by Dr. Shadowborg »

CocoT wrote:Cool! I'm gonna check it out :)

Oh, and it's my 100th post! I know many of you have a lot more, but for a lurker like me, it's not so bad! :P

Update: I wanted to try it, but it's giving me the following error : "Z_Malloc : failed on allocation of 112728 bytes"...
Bummer :(
You do remember the old -heapsize trick, right? :wink:
CocoT
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Post by CocoT »

Oh yeah, erm, poop... erm... what is that again? :P
Dr. Shadowborg
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Post by Dr. Shadowborg »

CocoT wrote:Oh yeah, erm, poop... erm... what is that again? :P
Oh dear... You have been gone a while, haven't you?

http://wiki.quakesrc.org/index.php/Installing%20Addons

This should help. :wink:

Keep in mind though, that -heapsize measures memory in k, not mb like winmem does. Therefore, to allocate 16 mb of memory to quake (rather than the 8mb default) you need to do it like -heapsize 16000 instead of -winmem 16.
Sajt
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Post by Sajt »

The Z_Malloc error might need the '-zone #' param instead, I forget. I think that value is in KB, and I don't forget what the default is, and Entar should up the default anyway if it's not working off the bat.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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