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PostPosted: Sat Nov 19, 2011 7:16 pm 
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People still play cod 4 dont't worry

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PostPosted: Sun Nov 20, 2011 3:46 pm 
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Dragonathan wrote:
the problem with COD4 to that its a waste to buy that game, i dont think there are people still playing it because its kinda old, if TC will use COD4's game engine than i would waste my money in buying COD4 just to play TC, if i have to buy TC as stand alone than i would buy it, why? i dont like the COD series, i dont want that game on my shelf, i do like the TC series, its a great game,

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CoD 4 is played more than ET and TC together. The campaign also isn't that bad and provides you with regular shooting experience in case you are bored. Your opinion is invalid and should not be taken seriously. PERIOD.


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PostPosted: Sun Nov 20, 2011 5:44 pm 
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|2oss® wrote:
Let him finish what he started on COD4.
If you want to use that logic, TCE and CQB are already ETX compatible but that is besides the point.

Dragonathan wrote:
i hope coroner reads this
Coroner is well aware of the engine and is following it's development since Q3 version of Xreal:
Image

He also made it clear that he does not wish to use it for a list of reasons, use the search function or visit his blog for more info.


This thread is for those interested in ETX, that's why it's this section of the forums.


There is another project now which uses ETXreal's rendering engine, Open Wolf:

http://www.moddb.com/games/openwolf

Quote:
OpenWolf engine Features

* Modern OpenGL 3.2 renderer (based on XreaL engine).
* MySQL relational database managments system.
* Ruby programming language for system administrators.
* Newton Game Physics.
* Ingame Internet Relay Chat (IRC).
* dynamic OpenSSL libraries.
* IPv6 network support.
* Ogg Vorbis audio decoding.
* SDL backend for the OpenGL context, window management, and input.
* OGV Theora free lossy video compression format.
* Full x86-64 architecture support (Windows, Mac and Linux).
* QVM (Quake Virtual Machine) and LLVM virtual machine.
* Support for various esoteric operating systems
* Multiuser support on Windows systems (user-specific game data is stored in their respective Application Data folders)
* In-engine Voice Over IP (VOIP) support,
* Mumble poositional audio support.
* Multiview suppport.
* LUA scripting languague.
* Localization in-game support (support for other languages).
* Internet radio shoutcast support.
* Fully supporting Tremulous GPP and 1.1.0 along with Enemy Territory.
* Sound system based on plugins


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PostPosted: Tue Nov 22, 2011 12:03 am 
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In game IRC? DUDE. The whole time I've played Q:1-3/ET, always wished that someone would integrate IRC in game. Any experience with this? Kind of curious how they use it.


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PostPosted: Tue Nov 22, 2011 5:39 pm 
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Dushan wrote:
I had little time so I did some work on IRC support in OpenWolf, and allowed that sv_ircchannel to be CVAR_ARCHIVE.

I still need to test it on dedicate server, but I believe that its working now. At end I get 127.0.0.1 - localhost, maybe because I test all in local network.

Also I experimented little with http access using cUrl. Idea was or is that if game crash to collect info and to post bugreport on mod url or game url (whoever host mantis).
Post error notice should look like ("mod", "map", "nick", then "id_number", "summary", "description" and "steps_how_to_reproduce")..

Quote:
Finally I fully fixed IRC feature in OpenWolf

And btw. this isnt done by some random python script file.

Quote:
Well the whole IRC chat is happening in the console (I plan to create some menu and move all there - including IRC settings) so you cannot feel or read spam . All config is client based. You can specify IRC server yourself and connect to any channel you fell (I tested that).
In typing messages you can send only one word per sentence (this is working initial build) but i plan to change that.

ImageImageImageImageImage

Source thread @Splash Damage Forums:
http://www.splashdamage.com/forums/showthread.php/29503-OpenWolf


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