Engine X 4.62 Beta
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Engine X 4.62 Beta
Download: Engine X 4.62 - 39 MB
Source: (Download Source)
I've been working on this engine quite a while off and on (since 2007) and lately I've switched focus to it.
Recent Features:
1. FitzQuake protocol capability to play even the big maps.
2. Using DarkPlaces texture renaming convention for everything. Doesn't even support _luma naming of textures, but rather _glow.
3. Alternate HUD styles (in progress, cl_hudstyle 2 works but is incomplete). Try show_speed 1 and cl_hudstyle 2 to see the movement speed indicator.
4. DirectX 8 build via MH's Direct3D 8.1 Wrapper
5. Reads all pak files in engine folder.
6. Only supports TGA replacement textures by intent.
7. Does not use replacement textures for custom maps.
Other Features:
1. Video mode switching.
2. Anti-wallhack.
3. Chasecam fix.
4. Rotating brush model support.
5. NAT fix and all traditional ProQuake enhancements like ping in scoreboard, record a demo at any time.
6. Most features traditionally supported by JoeQuake (demo rewind, AVI capture, etc.)
7. Some Qrack sbar stuff, mostly the scoreboard.
8. Ability to turn on and off dinput
9. Ability to copy console to the clipboard (copy command).
Upcoming features:
1. Mod installer and play screen.
2. Storage of "global" preferences separately to prevent video restart or mouse setting changes when gamedir'ed.
3. HTTP server browser
4. Fixes for outstanding bugs
5. Coloring of dead bodies.
6. Kurok support.
7. Some extra entity browsing capabilities.
8. Some surprising stuff I'm gonna keep to myself for now.
To do:
1. Half-Life Map support (full including alpha texture support).
2. Enable web download capability
3. Mac OS X build
4. Eliminate historical inability to run as -dedicated that remains in some OpenGL engines
I thought I'd share this here as I develop this engine further. I will probably write up a couple of tutorials as this progresses.
From a purity standpoint, this engine is evile. In a way, I agree with the philosophy that engines should not have Quake stuff hardcoded nor should it require replacement media or special paks.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Forgot to add:
An initial implementation of Frag Machine's custom chasecam capabilities:
RPG Cam
Overhead Cam
Side Cam
Press backspace to switch among 5 different views.
An initial implementation of Frag Machine's custom chasecam capabilities:
RPG Cam
Overhead Cam
Side Cam
Press backspace to switch among 5 different views.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Baker wrote:Forgot to add:
An initial implementation of Frag Machine's custom chasecam capabilities:
RPG Cam
Overhead Cam
Side Cam
Press backspace to switch among 5 different views.
that shet looks really cool Baker. unfortunately i've tried to run it and just get "image too big" error. how did you do the overhead cam? where is the source for that?
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
i meant i tried superduper quake and got that error. tried vanilla quake and it is GORGEOUS. can't stop playing, except to do this
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
Heh, SuperDuperQuake became the ultimate stress test to any engine. 
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
hondobondo wrote:how did you do the overhead cam? where is the source for that?
El frago machine's tutorial
viewtopic.php?t=1158
In quake\enginex in the main enginex pak file open up default.cfg and you'll see the definitions for the various chasecams.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
I might mention a few extra chase-cam properties that would be valuable.
First, does the camera clip against walls. It shouldn't necessarily, some mods would want a static position and not do a traceline to check for walls and such.
Second, does the user control the camera angle? You might want the user to be able to use the mouse to spin the camera. Or for some mods you might want static angles.
Third, you might want a camera switch location transition movement.
There was some 4th one I can't recall at the moment. None of those features would be hard to make. I'll probably be doing some more playing with those features.
First, does the camera clip against walls. It shouldn't necessarily, some mods would want a static position and not do a traceline to check for walls and such.
Second, does the user control the camera angle? You might want the user to be able to use the mouse to spin the camera. Or for some mods you might want static angles.
Third, you might want a camera switch location transition movement.
There was some 4th one I can't recall at the moment. None of those features would be hard to make. I'll probably be doing some more playing with those features.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
The ability to interpolate chasecam cvar values (pitch, yaw and roll) for a smooth view transition would be cool. I suppose one would be able to do it even by spamming the cvars with QuakeC, but having that done clientside (not strictly CSQC) would be better.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Ranger366 wrote:(Half-Life Map Support uhm... Right lights!
Uh? Explain that.
Anyway, Engine X didn't support Half-Life maps. So I spent 9.5 minutes and added HLBSP support:
[I better be able to add HLBSP that quick considering all the time in the past I've spent thinking about it]

The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
frag.machine wrote:Heh, SuperDuperQuake became the ultimate stress test to any engine.
Alright fine.
Hondo, I will rectify this situation.
[Not that I imagine this is more than a 30 second fix, but I haven't looked ... we'll see ...]
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Baker, the HL Map thing i said was meant that in your basic stock tutorial is no HL lighting support, (and the WAD3 reading is broken) almost known. This would be very helpfully because HL BSP is way better than Quake BSP (except the compiling ...) just because of the Global Quake palette. And no, i dont want external textures ( i almost did the Tutorial from quakesrc.org, but it does not work on the GLQuake clean code, i tested it, really, and im reading tutorials very, very carefully)
maybe, if the i get a working external texture fix i may stay at Quake BSP.
maybe, if the i get a working external texture fix i may stay at Quake BSP.
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Ranger366 - Posts: 203
- Joined: Thu Mar 18, 2010 5:51 pm
Ranger366 wrote:maybe, if the i get a working external texture fix i may stay at Quake BSP.
Adding colored light support to stock GLQuake an engine is a major undertaking. I'll think about the idea of a tutorial.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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