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DieparBaby

Joined: 05 Dec 2006 Posts: 44 Location: London, Ontario, Canada, eh
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Posted: Tue Jan 02, 2007 4:26 pm Post subject: Looking for engine with these features: |
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- Supports rotating brushes
- Supports distance fog
- Support for both transparent and non-transparent water
Optional but nice to have
- Copies player attributes from server to server
- Larger map sizes
Thank you,
DieparBaby |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Posted: Tue Jan 02, 2007 4:53 pm Post subject: |
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If you vis the maps, any engine supports transparent water. Other than that, I believe Vr2 and MHQuake are the only engines that support automatic water transparency on non-vised maps.
Many engines support distance fog, including DarkPlaces, Vr2, FTEQW, etc.
As for rotating brushes, I believe DarkPlaces and Vr2 (and probably FTEQW) support them. Other than those, I don't know what engines support them, but I'm fairly sure there are others.
Copying player attributes from server to server isn't really an engine feature, in my mind. That would be something the game coder would have to rig up himself, I think. I could be wrong though.
Vr2 supports Q1BSP map sizes a bit larger than most Quake engines, and HLBSP. DarkPlaces supports large Q1BSP map sizes as well as HLBSP and Q3BSP. FTEQW supports HLBSP, Q2BSP and Q3BSP.
Links to the engines mentioned above:
http://entar.quakedev.com
http://icculus.org/twilight/darkplaces
MHQuake doesn't have an active website afaik, but if you look around or ask mh on the QSG forums, you can probably get your hands on it.
http://fteqw.com _________________ woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal
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DieparBaby

Joined: 05 Dec 2006 Posts: 44 Location: London, Ontario, Canada, eh
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Posted: Tue Jan 02, 2007 5:16 pm Post subject: |
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Thanks Entar. Darkplaces it is. |
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DieparBaby

Joined: 05 Dec 2006 Posts: 44 Location: London, Ontario, Canada, eh
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Posted: Tue Jan 02, 2007 5:31 pm Post subject: |
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I forgot 1 more feature:
Supports Half-life like outdoor lighting. |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Tue Jan 02, 2007 6:00 pm Post subject: |
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Well considering Half Life is about as advanced as my foot, the one thats behind the one in the front, thats not so hard.
If youre speaking of what I think you are, what you want is achieved by certain compiling tools rather than any engine. Tyrlight can do such iirc, but I may be completely wrong on that. I know in the desert in Prydon's Gate there is a consistent large light source across the whole land creating uniform shadow angles and such. Its not an engine feature but a compiling one. |
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DieparBaby

Joined: 05 Dec 2006 Posts: 44 Location: London, Ontario, Canada, eh
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Posted: Tue Jan 02, 2007 6:02 pm Post subject: |
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Thanks scar3crow. That is helpful. |
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