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Long Time...
Monday 26 February 2007 @ 14:44 EST

Dev Blog
Sorry peeps, long time no blog from my side. Real life has come upon me and other members of the team lately and we were a bit quieter than you and we would prefer. ...

Nevertheless, I want to ensure you that TCE is being steadily developed. Liquid is working on a lot of construction sites and we are all very impressed by his work. Tier has finished and
verified the Mac universal binary (UB) build of the current 0491 release candidate 1.

There is more going on, LoK has digged a bit into global stats server stuff and Bruce's new map is also very close to being finished.

I know that most of you out there would want to have more updates and news the sooner the better, but unfortunately we can't achieve as much as full-time employed production team in our limited sparetime.

With this in mind, I was a bit amused about yet another "Is TCE dead?" thread in the forum. Are you nuts? Fact is TCE is doing very well, just get All Seeing Eye or something and convince yourself.

Lately, I've been doing some research about the situation of GNU-GPL-Q3 based engines, now one and a half year after Q3 was GPL'd. While there is no direct connection to TCE, I nevertheless though some of you might be interested in this. I stumbled across a project called Xreal which has the intentions to be more than Doom3 engine. It?s a very ambitious project with very nice new renderer backend, featuring all kind of modern vertex and fragment (pixel) shader support. Sadly, at least from my perspective, the project completely ditched lightmap support.

Luckily, I then discovered EvolutionQ3 which branched off the Xreal tree still supporting lightmaps. I couldn't resist to check this one out and to toy around with it a bit. The engine uses directional lightmap information (aka deluxemaps), a concept which is unfortunately borked in the way it is conventionally done. Based on Valve's "radiosity bump mapping" model for static radiosity world lighting, I improved the way the deluxemaps are calculated and adapted the fragment shader code for it.

Anyway, would be cool to have a engine which is like W:ET with a setting "r_fancyRenderer 0" for those folks with low specs and an engine like in the attached shot with "r_fancyRenderer 1". The shot, by the way, shows a corner of the old TC harbour map which I was working on for TCE, beefed up and rendered with what is sitting in my "VolksSource" folder, very early work in progress. If progressing at all.

Cheers,

Cor



Posted by Diane

Category: Dev Blog







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