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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Sat Apr 16, 2005 11:41 pm Post subject: Q1 Engine Releases thread |

Post here about your latest engine release (though this is mostly a qc community, engine coders come and go...) _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com games fascination - My Game Development Blog/Journal

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Sat Apr 16, 2005 11:42 pm Post subject: |

Vengeance v2.0.1, the second version of my newest engine project based on QMB, has been released! Check out the website at http://entar.quakedev.com and pick up a copy today! _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Sun Apr 17, 2005 3:34 pm Post subject: |

I'll take 8!

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Mon Apr 18, 2005 1:01 am Post subject: |

Doctor Ren, you're finally becoming a crafty consumer! _________________ Apathy Now!

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Wed Jun 08, 2005 8:41 pm Post subject: |

Vengeance v2.1.1, the new version of my NetQuake engine project based on QMB, has been released! Check out the website at http://entar.quakedev.com and pick up a copy today! _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Wed Jun 08, 2005 10:20 pm Post subject: |

http://www.dcemulation.com/phpBB/viewtopic.php?t=65193 Makaqu by Fragger released.. software rendering engine, better then ToChris

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Thu Jun 09, 2005 4:30 pm Post subject: |

The features are tasty, but it runs slow on older machines (Probably due to the broken ASM he mentioned in the txt file), and I hate what he did to the lighting system. _________________ "Roboto suggests Plasma Bazooka."

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Tue Nov 07, 2006 5:50 pm Post subject: |

Vengeance 2.2.1 is released. New features include: - Lots of bugfixes - Dynamic crosshair applied to regular '+' version - Improved blood and spark particles - Slightly reworked particle script system
- Fragment shader lighting
- Basic .rtlights file support
http://entar.quakedev.com
_________________
woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Nov 07, 2006 11:00 pm Post subject: |

This post has more info then the news post! omg-etc Im gonna try the new release when I get back home tonight.

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Tue Dec 05, 2006 11:56 pm Post subject: |

New releases of Vr2 and vr2mod! Woo-friggedy-hoo! Let's start off with the Vr2 engine features: - Optimized reflective water and motion blur - Added new r_editlights cvars and commands - Changed automatic blood texture geneation - Added cl_gunx, cl_guny, and cl_gunz cvars
- Fixed texture shader on liquids
- Fixed bug in player colors
- Fixed -nomtex
- Fixed bug in console color with .avi capture
- Fixed celshading bug
- Fixed dlight-rtlights
Lots of bugfixes, eh? And a new feature here and there to boot. The new version of vr2mod includes a changed weapons system with alternate fire on certain weapons, fixed bugs, graphics enhancements, and more. Get on over to the downloads pages and check both out.
_________________
woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Tue Dec 05, 2006 11:58 pm Post subject: |

Cool! I'm gonna check it out Oh, and it's my 100th post! I know many of you have a lot more, but for a lurker like me, it's not so bad! Update: I wanted to try it, but it's giving me the following error : "Z_Malloc : failed on allocation of 112728 bytes"...
Bummer

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Wed Dec 06, 2006 8:43 pm Post subject: |

CocoT wrote:
Cool! I'm gonna check it out Oh, and it's my 100th post! I know many of you have a lot more, but for a lurker like me, it's not so bad! Update: I wanted to try it, but it's giving me the following error : "Z_Malloc : failed on allocation of 112728 bytes"...
Bummer

You do remember the old -heapsize trick, right?
_________________
"Roboto suggests Plasma Bazooka."

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Wed Dec 06, 2006 10:55 pm Post subject: |

Oh yeah, erm, poop... erm... what is that again?

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Thu Dec 07, 2006 4:40 am Post subject: |

CocoT wrote:
Oh yeah, erm, poop... erm... what is that again?

Oh dear... You have been gone a while, haven't you?
http://wiki.quakesrc.org/index.php/Installing%20Addons
This should help.
Keep in mind though, that -heapsize measures memory in k, not mb like winmem does. Therefore, to allocate 16 mb of memory to quake (rather than the 8mb default) you need to do it like -heapsize 16000 instead of -winmem 16.
_________________
"Roboto suggests Plasma Bazooka."

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Thu Dec 07, 2006 7:23 am Post subject: |

The Z_Malloc error might need the '-zone #' param instead, I forget. I think that value is in KB, and I don't forget what the default is, and Entar should up the default anyway if it's not working off the bat. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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