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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Sun Nov 02, 2008 7:59 pm    Post subject: released MHQuake Reply with quote

ya a release Wink

alltho it has been running pretty stable i dont have every mod out there to try it on so if you find something that doesnt work "not bastion that one i know about" pls tell me Wink

i decided to fire up my ol ftp server again which will probably save someone a headache cause i included the game data i play with and its kinda size.i xD the download is about 756mb so prepare for some wait time but its well worth it Smile

i advise trying this puppy on kin's marcher map it show the full potential of this engine i hope it will rock your boots Smile

ftp://217.157.186.180:21/MHQuake_release.exe its a selfextracting archive "no i dont deal in virusses but scan it anyway better safe than sorry Smile" just redirect the output to your quake folder if it asks to overwrite some files select yes. nothing in it will break other engines as it uses pk3 for the game data.

hope you will enjoy it as much playing on it that i had making it Smile
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Mon Nov 03, 2008 7:57 am    Post subject: Reply with quote

Can't you PLEASE renamed your engine modification to something that does not say "this is MH's engine"? Called it RecklessQuake or whatever and put credit to MH and other sources in your readme. Keeping the name just confuses.

Yes, 756MB for an engine is rather Confused
(queue "DIED YOU INCLUDE TEH COPYRIGHTED FILEZ???!!" by you-know-who).
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Mon Nov 03, 2008 11:27 am    Post subject: Reply with quote

sorry not my intention to tick someone of Sad sure ill rename it, just didnt bother since the base was mh's engine and i didnt want credit for his work.

? copyrighted files ?

bit confused only thing i included are plagues models textures from the Q1 resurrection project ogro's monster skins "allbeit a bit modified" and the menu textures.

did i by mistake include one of the id1 paks ?
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Mon Nov 03, 2008 12:29 pm    Post subject: Reply with quote

ok renamed "everything in it and outside"

engine only ftp://217.157.186.180/Realm_2008_engine.rar
source code ftp://217.157.186.180/Realm_2008_8_31_source.rar

credits in the realm text file.

left out pk3's
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Mon Nov 03, 2008 12:32 pm    Post subject: Reply with quote

I believe hes referring to the lack of a license txt.
http://www.gnu.org/licenses/gpl.txt
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Mon Nov 03, 2008 12:36 pm    Post subject: Reply with quote

its actually there Wink its hardcoded into the engine README - GNU GPL.h Smile but ill provide an external one if that is a concern ?
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Mon Nov 03, 2008 12:51 pm    Post subject: Reply with quote

Nah, I meant just the naming.
You can be proud of any work you did and put your name on it (as long as you give credit to what you used and abide their licenses (which all you did I guess)). I don't think anyone would think "bleh, he is ripping of MH's work", especially since you wrote about your changes and progress. Wink


The rest was just a bad negative assumption of mine, sorry. Embarassed "i included the game data i play with" sounded a bit like the pak1.pak.

No idea about the license text.
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reckless



Joined: 24 Jan 2008
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PostPosted: Mon Nov 03, 2008 1:03 pm    Post subject: Reply with quote

no offense taken Smile i included the gnu gpl with it.

and i hope it will be enjoyable to play on Smile
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Mon Nov 03, 2008 10:18 pm    Post subject: Reply with quote

Spirit wrote:
Yes, 756MB for an engine is rather Confused


bigger =

... Darkplaces
... EzQuake > 2 MB
... FTEQW
... JoeQuake 1862 (but JoeQuake 1329 is less than 1/2 size???)
.... Qrack

Now, a serious question not even remotely on topic ...

Why the heck is JoeQuake GL Build 1862 a 1 MB exe and the prior JoeQuake GL Build 1329 is 400K exe? Did he forget to use a compiler option? And what magical compiler option is this?

Will check out this new MH-RecklessQuake release later and post back.
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Baker



Joined: 14 Mar 2006
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PostPosted: Mon Nov 03, 2008 11:09 pm    Post subject: Reply with quote

The download links seem to be down.
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reckless



Joined: 24 Jan 2008
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PostPosted: Tue Nov 04, 2008 7:35 am    Post subject: Reply with quote

ya server maintainance should be up again now Wink
as for the size on some exes hmm libraries ? Laughing well was actually why i decided not to go with compiling Realm with the static libpng and zlib libraries msvc was bitching about the size of the executable.
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Baker



Joined: 14 Mar 2006
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PostPosted: Mon Nov 10, 2008 8:55 am    Post subject: Reply with quote

What I noticed as I used the engine ...

1) Nice bloom and lighting
2) No e1m1 flicker

Unfortunately, I haven't used MHQuake enough to be able to distinguish most of the changes nor am I familiar enough with the technical challenges of rendering like, say, Rook to be able to notice subtle things.

Rook said the engine clears out all unused models, textures, etc. on each map load which is a very nice feature. I hate it how 95% of engines will eventually crash after loading enough maps to hit gl_maxtextures.

Something I did notice, the engine could greatly use a generic cmdlist and cvarlist feature because someone like myself not familiar with the cvars doesn't have a way to turn on/off different features.

I've found the cmdlist and cvarlist code from FitzQuake is nearly perfect and easily adaptable (it sorts the cmdlist and cvarlist, displays the default values, etc.)

Is there a way to load different backgrounds for the skysphere to visualize how it can look for different types of maps? Ever since Rook made an equivalence comparison between Quake 2 and skyboxes I find I like skyboxes even less ... mostly due to the seams but also in part because a stiff and static sky isn't very realistic for most maps, especially because it reacts in a 1 to 1 ratio to player movement which is also wrong for a distant sky.
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Mon Nov 10, 2008 1:36 pm    Post subject: Reply with quote

..It sounds nice and I always liked MHQuake, but could someone post a few screenshots? This engine seems to run on either Ati or Nvidia only which counts me out currently...
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Mon Nov 10, 2008 10:24 pm    Post subject: Reply with quote

glad you enjoy it Smile

for the questions.

aye the cmd and cvar list needs a look at atm its allmost standard glquake most work was done in other places so havent had time to look at it yet, but i plan on adding the Q3 cvar and cmd system with a cmdlist ill look at fitz Smile.

sky: skyboxes not in yet the sky as it is in the engine atm is just a high res replacement of quakes normal sky using a sphere map instead of a box. got code for skyboxes for it tho and some nice plans
with skytiles Smile . you could replace the background images and recompile the engine but that seems a a bit akward ?. atm it works just like the normal quake sky just higher resolution and using a sphere instead of a scrolling tile.

the idea i work on involves much the same way tenebrae did sky by adding another plane to it drawing a scrolling tile much like normal quake sky but with user settable backgrounds and some way to control them via qc and or cvar suggestions are velcome Smile.

much work went into clearing allocated data at mapload still a ton of stuff that needs better memory handling atm im working on removing limits on all static arrays allocating them on the heap "i hate busting my head against engine limitations Wink".

not really sure what mh did to reduce zfighting but it works pretty well Smile theres a few comments in the source that might give a hint.
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Mon Nov 10, 2008 10:26 pm    Post subject: Reply with quote

oh forgot it shouldnt be limited to only ati or nvidia only requirement
it has is full opengl 1.4 support on the gfx card i believe most modern cards have that ?

screenshots below.


showing normalmaps.


lava haze.


again Smile


teleporter in startmap


bloom and overbrights



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