TrueCombat
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CLOSE QUARTERS BATTLE
http://www.truecombatelite.com/forums/viewtopic.php?f=45&t=2541
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Author:  Cheese. [ Tue May 20, 2014 5:13 pm ]
Post subject:  Re: CLOSE QUARTERS BATTLE

Mr. Dim$tar knows something we don't?

Author:  Diane [ Wed May 21, 2014 4:30 pm ]
Post subject:  Re: CLOSE QUARTERS BATTLE

No.

Author:  Dim$tar [ Sat May 24, 2014 2:33 am ]
Post subject:  Re: CLOSE QUARTERS BATTLE

Cheese. wrote:
Mr. Dim$tar knows something we don't?



I can confirm that Coroner has made contact with Dusan from OpenWolf regarding Engine work, but i know little more than that at this moment........ :gossip:

Author:  Caesar77 [ Sat May 24, 2014 10:06 am ]
Post subject:  Re: CLOSE QUARTERS BATTLE

Openwolf ? Seriously ?
The Overdose thing was kinda pretty imho, they also have a more active dev team.

Author:  Damien [ Sat May 24, 2014 10:40 am ]
Post subject:  Re: CLOSE QUARTERS BATTLE

Caesar77 wrote:
The Overdose thing was kinda pretty imho, they also have a more active dev team.
Well, Overdose is idTech2 so forget about direct ET mod support, also they seem to be doing their own thing in their own free time.

Author:  SheilaYates [ Mon Mar 30, 2015 6:33 am ]
Post subject:  Re: CLOSE QUARTERS BATTLE

The Overdose thing was kinda pretty imho, they also have a more active dev team.[/quote]

Is that so, I never knew it, I should check it wisely.

Author:  coroner [ Mon Mar 30, 2015 12:07 pm ]
Post subject:  Re: CLOSE QUARTERS BATTLE

I would have (and I think I have shared) a simple and doable roadmap to an update of the ET engine. Whoever can contribute or commit to this steps would help the return of TC a great deal.

For now ET:L seems to be the way to go. At least on Win 7 it works out of the box and the only annoying bug is the sound looping issue ... but I have seen it on the bug tracking list.

ET:L seems indeed fine for now. Most important updates would be:

1) Super piece of cake level: Replace ETs 16 shading values lookup table to 64 values.

2) Piece of cake level: Merging of my sample code from Q3 engine for super fast HDR effects and bloom, no HLSL involved ...

3) Its all there just do it level: a) Use shadow maps for primary sun light (also needs a patch to q3map2 to exclude direct sun shadows from lightmaps. b) z-feather (soft smoke edges)

4) Easy if you don't want to overdo it: normal and specular maps, and it has not to be a complete overhaul.

Unfortunately all want the completely new engine all the time and miss the point. So few things would be such a big and doable step. I am repeating myself.

Author:  Dim$tar [ Wed Apr 01, 2015 8:33 pm ]
Post subject:  Re: CLOSE QUARTERS BATTLE

Vi$ion was working on a standalone engine, i have a copy of the 'beta' somewhere, i will see if i can track down Vi$ion and see if he has progressed any further with it.

Author:  Dim$tar [ Fri Apr 03, 2015 10:17 pm ]
Post subject:  Re: CLOSE QUARTERS BATTLE

jussi wrote:
Hey,

I've made github repository for this project and done the things coroner asked to. I'ts forked from "Enemy Territory GPL source release" by idSoftware.

- etmain folder is now called tcmain and it's changed in the code too
- tce icon
- exe names are TC.exe and TCDED.exe
- i also fixed the server list problem so empty servers will be shown in the list
- no other changes

My IDE is currently Visual Studio 2008 and I've only tried to build it for Windows but Linux should be easy as there is already guide for that in the README.txt.

https://github.com/jussirantala/TrueCombat
Posted: Mon Nov 11, 2013


this was posted in the 'private' cqb community development forum.

Author:  Stealth [ Wed May 20, 2015 12:29 pm ]
Post subject:  Re: CLOSE QUARTERS BATTLE

Not sure if this is the right place, but who made CQB_Lab?

I ask this because it looks exactly like a map I made some years ago.

Did you use any ideas from another map to make lab?

Whomever the author is???

Author:  Dim$tar [ Wed May 20, 2015 11:42 pm ]
Post subject:  Re: CLOSE QUARTERS BATTLE

I made this wip map, its very rough brush work, wasn't aware of any similar map, Originally i was making it for OverDose but i got very frustrated with all the editor hacks/work arounds needed at that time, G Did have a little fiddle with the map too but really it was put together as we went along, The models via Yourself[PL], most texture if not all via google image search, All lights are via shader and not ents.

Dug up a few screenies.

Image
Image
Image
Image
Image
Image
Image

Still have .map etc but lost interest in it because cqb seemed dead at the time.


Edit: Who the feck voted no to unlocked CQB??? Trolls are everywhere???

Author:  alejero [ Wed Jul 15, 2015 1:15 pm ]
Post subject:  Re: CLOSE QUARTERS BATTLE

Dim$tar wrote:
Cheese. wrote:
Mr. Dim$tar knows something we don't?



I can confirm that Coroner has made contact with Dusan from OpenWolf regarding Engine work, but i know little more than that at this moment........ :gossip:


Does anyone know here where Dusan from OpenWolf works now? I´m searching for the contact..
................
Rodriguez // that website

Author:  Dim$tar [ Thu Jul 16, 2015 2:24 pm ]
Post subject:  Re: CLOSE QUARTERS BATTLE

alejero wrote:
Dim$tar wrote:
Cheese. wrote:
Mr. Dim$tar knows something we don't?



I can confirm that Coroner has made contact with Dusan from OpenWolf regarding Engine work, but i know little more than that at this moment........ :gossip:


Does anyone know here where Dusan from OpenWolf works now? I´m searching for the contact..
................
Rodriguez // that website


This is outdated news now, but if you need Dusan for unrelated subject i will message him for you.

Author:  skadi [ Sat Jul 18, 2015 12:33 pm ]
Post subject:  Re: CLOSE QUARTERS BATTLE

No. Go with TCE.

Author:  TheDushan [ Tue Aug 25, 2015 3:34 pm ]
Post subject:  Re: CLOSE QUARTERS BATTLE

Quote:
I can confirm that Coroner has made contact with Dusan from OpenWolf regarding Engine work, but i know little more than that at this moment........ :gossip:


Hi guys,
My name is Dusan and I am original and only developer of OpenWolf engine.

I could reply on Coroner's email, and I am sorry for ignoring all this.....
But I think that it is better if I reply here on forum that everyone else read and see.

For some time I was tempting to continue with development and to fix everything and to add rest of things what I did there (Android port (you can find some of my old videos of OpenWolf with RTCW module working there .....)

I don't know what is the pulse of community about this game.
but there is 95% chance that I will fully revive old engine.

I have no problem if others will use what I am using, just I would like to get full access to game modules, because I wanted and still want to make one universal engine for idTech3 universe.
This mean that if I revive I would like to receive access to Coroners TCE. My motives and reasons are just because of coding (on some revision before I have left OpenWolf to die from cancer I have added full bullet 2.81 physics support) and because of that and other things I would like to get access to source code for TCE.

EDIT: Also I have integrated Radiant into engine and added possibility to load MAP from source (without need to recompile and load it into game)

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