Hi!
I'm surprised no one mentioned it before, maybe I'm missing something obvious but well...
This is basically an open-source modified ET engine that answersCoroner's requests... and much more.
As a reminder those were Coroner's requests:
Quote:
*add normal and specular map support check
*add deluxe map/radiosity bump mapping support check
*add blur post processing effect GLSL renderer; some post-processing effects already included
*solid compile on win/linux/mac check/check/fail
(*optional: add zfeather)not that i know of
Those are some features of "ETXreaL":
* Modern OpenGL 3.2 renderer with all deprecated OpenGL calls removed
* Clever usage of vertex buffer objects (VBO) to speed up rendering of everything
* Avoids geometry processing each frame using the CPU (worst bottleneck with the Q3A engine)
* Renders up to 500 000 - 1 000 000 polygons at 80 - 200 fps on current hardware (DX10 generation)
* Optional GPU occlusion culling (improved Coherent Hierarchy Culling) useful for rendering large city scenes
* Doom 3 .MD5mesh/.MD5anim skeletal model and animation support
* Unreal Actor X .PSK/.PSA skeletal model and animation support
* True 64 bit HDR lighting with adaptive tone mapping
* Advanced projective and omni-directional soft shadow mapping methods like EVSM
* Real-time sun lights with parallel-split shadow maps
* Optional deferred shading
* Relief mapping that can be enabled by materials
* Optional uniform lighting and shadowing model like in Doom 3 including globe mapping
* Supports almost all Quake 3, Enemy Territory and Doom 3 material shader keywords
* TGA, PNG, JPG and DDS format support for textures
* Usage of frame buffer objects (FBO) to perform offscreen rendering effects
* Improved TrueType font support that does not require external tools
* Linux 64-bit support
* Linux sound backend using SDL
* .avi recorder from ioquake3 including sound support
* Optimized collision detection routines
* Support for Omni-bot
* GUID system to generate etkeys which are sent as cl_guidI TRIED IT AND IT WORKS LIKE A CHARM!!!By
"trying it", I mean
compiling the code and running the game on my 5-year-old piece of junk, and getting better fps than on standard Enemy Territory... As a bonus, the sound system is also rewritten so
no more sound issues on Linux!I tried running TCE on it, and it also worked. However the game seemed to be expecting normal maps, and seems to handle some shaders and/or transparency differently. As a result, TCE looked buggy, but I guess it's just a matter of rewriting the materials and creating bump/normal/specular maps for the game. But still, if we got to work and created those files, it would mean
a huge engine overhaul without rewrite! All the games mechanics remain untouched! Some pictures demonstrating bump mapping, cvar-modifiable rim lighting, bloom, simple post-processing. Please mind that they were taken on a quite weak computer, and don't demonstrate some advanced features like real-time world lighting and (soft-)shadows, or HDR enhancement:
those are all in-game shots, no outside color correction/modification








Here you can see all the problems TCE face on this engine: missing textures and transparency issuesI'm not sure whether it would be enough to rewrite the materials/shaders files and update the textures, or whether the maps need to be recompiled...
More pictures in the galleriesMore pictures in the galleriesMore pictures in the galleriesETXREAL SOURCE CODE + COMPILING INSTRUCTIONS + COMPILED BINARIES (windows+linux, both 32 and 64 bits)What do you think people? Much more straightforward than a start from scratch, and the same gameplay mechanics we grew up with!
