TELEJANO QUAKE ENGINE - v5.52
http://telejano.berlios.de

BETA


What the hell is this?

telejano5.exe
GPL Quake 1 Engine.

telejano.tpak
optional external particles and model substitution for the engine.( pak file renamed)

*.menu.txt files
localmenus, do "menu main" to start

Installation:

Running:


About this release version:

Fixed look of particles with fog. Fixed packet overflow.Fixed teleport particles.
Some small speedups and enhaced limits.

Reporting bugs/problems:


Wikipage:
http://telejano.berlios.de

Telejano mail list:
https://lists.berlios.de/mailman/listinfo/telejano-dev

unused

Forums:
www.quakesrc.org in the quake1 forum
forums.inside3d.com

Author:
Tei.
421621@ingta.unizar.es


New version notes:

About This version:

Some new r_auto features to emulate wind. A full screen editor for LocalMenus (typing "emenus")

new cvars/commands:

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Old version notes:

 

Fixed look of particles with fog. Fixed packet overflow.Fixed teleport particles.
Some small speedups and enhaced limits. This is BETA. Some stuff is disabled (TomazQuake related)

A new WFX effect. Do "r_autohell <number of burners>" at console in a map with lava. Maybe 32. This is beta... need some changes ( can look better )

PLEASE REPORT IF THIS BUILD WORK IN LAN

Thanks JudicatorOmega for the template.menu.txt file
Thanks [HFX] for is textures. "menu.tga" is designed from is work.

Thanks to people that provide feedback. Feedback is coding fuel.

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From years the Client/Server architecture where broken. Maybe from TomazQuake engines... and now.. Where FIXED!.. you can now use Telejano as a dedicated server, or a network client, and you can mix Telejano and Darkplaces engines in the Server/Client rol, for Standard Quake games.

This is my testbed:

start telejano5 -dedicated +map dm6
start telejano5 +connect localhost

this work in my system. If crash in your system/lan/internet, please do that:

start telejano5 -dedicated +map dm6 +impaim 0
start telejano5 +connect localhost -condebug +impaim 0

..and send me a qconsole.zip file (the qconsole.log is in your mod/id1 folder)

About menus:

slider : usefull to draw sliders
combobox : usefull to work with combobox
mul: to mult or div values
add: to add or substract values
bound : to bound to a range
concat : to concat strings
toggle: now toggle support a range
menu : load a menu ("menu main" to load a main.menu.txt file )
Old command vars Inc, Dec, Mov work the same as before.

menu_image : background menu image, you can provide a custom background image for your localmenus

Local Menus suggestions:

Standard LocalMenus where crap. You can design much better and usefull menus. Whe need menus for mods with tons of options. Menus for "ridiculous remote", etc..

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Menus!... fixed the sound menu, added keys to others menus. Finished the localmenus stuff.

Show localmenus with "exec main.menu.txt" command. Move in the menu with the "[" and "]" keys.
Select options with "ENTER" key.

You can customize your localmenus. If you have a interesting localmenu for mod <name of your prefered mod> send me and will list at the telejano web page.

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Some stuff.. and HUD entitys. Example:

void () TestHUD=
{
local vector org;
local entity hud;
 hud = spawn();
setmodel(hud,"pics/tex.pcx");
 org_x = 10;//x
org_y = 10;//y
org_z = 2;//ORG_ type

hud.origin = org;
hud.alpha =1;//alpha };

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JPG support, singleplayer optimizations, new grass layer.

The new layer work with key "grass2", the spec is:

grass2 <name model> <density seed>

Example:

texturename
{
grass textures/rock.mdl 0.5
grass2 textures/grassx.mdl 0.8
}

By gamers request, this cvar now will save to .cfg file:

cl_sidespeed
cl_forwardspeed
cl_backspeed
cl_upspeed
sv_maxspeed
sv_gravity

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Tei/Majula Type1 and Type2 Grass support.

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Hee... underwater fx from QMB engine. GeoDetails that improve lighting with a subtel random light pattern.

And r_autobubbles for a automatically generation of buubles nderwater.

try:

If you get the wrong thing(all blue). Deactivate this stuff and the old gl_detail stuff.

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I dont remenber, because I am working in the SPX engine. Maybe only the fix for .spr entitys

to get MFX_ effect aplied. Test Prydon Gate with this engine to see a fire.spr enhanced.

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New:

Total CVARS: 253
Total COMMANDS: 178

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ZONES! (beta)

Smooth transition from fog setting, rain, snow, storms, ...

Commands:

How work?

define new transitions status (zones) in the zone/ folder as .cfg files. load with loadzone <name>,

loadzone stormblue will load stormblue.cfg

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New gamma builtin settings : +ambient lux, -palette lux.

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gl_detailscale change detail scale, default is 4.

extra_fx control the extra fx for tents (beta)

r_ambient base light for models

telecheat , teleclear teleport cheat

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gl_detail 0/1
( default is 1 )

will load grayscale detail texture from "texture" folder

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No new features, only fix and optimizations:

Support for ".TPAK" files. A .tpak file is a .pak file. The new extension is only for Telejano. Can help people to generate content Only for telejano, and mantain compatibility for others engines. With .tpak files, you can force a progs.dat for general engines, and other (inside the .tpak file) for Telejano.

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r_autozing 0/1/...M (good value is 200~300)
generate random thunders from sky
(default off)

mod_cityofangels 0/1/2/3/4/5/6/7/8/666
DMSP alike feature: populate the level with monsters.
(default off)

fog <red> <blue> <green>
handfull alternate from gl_fog* cvars. From darkplaces engine

minor fixeds and speedups

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mod_showlight 0/1
show light entitys in the level
(default off)

r_autofluor 0/1/2/3/4
generate flares from light_fluoro "light" sources. (Default level 2)

minor fixeds and speedups

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Not soo much. Internal new architecture for Hazes and "fx_" models. Now is not needed
a REAL null model. The engine as a hardcoded null model. Because that, the new telejano.mdl
dont need these "fx_" models. If you need old teiq engines, please unpak first these old
fx_* models. Then install the new telejano.pak as usual.
Not need of teipartex.pak file!, the telejano.pak itself pak is files. This simplifice managing.

From old version (i forget this):
"mod_showlight" ... show light entitys of level. Usefull for mappers, and curious people :D

By suggestion of Makulo, a new light_fluoro handling is designed. BETA level!
now look cool but its not smart. Then only can draw from ceil light, and is draw from wall
lights not show 100% ok. Will try to improve this.

Anyway, It work. Test in this maps: e4m1 (cool!) and dm3 (humm...)

The default level for fx is too high. (i have forget to raise down for release)
r_autofluor 0/1/2/3..5/6
default value is 5, please raise down to 3 that is a safe value for fps.
value 6 is reserved for true makule volumetric-light emulation (with focus particle,
with the haze particles, or with a new special flare (directional flares?).

Planning:
Time over to code something about ambient sound, but i will look for good rains sounds, and lava
sounds sooon. And... maybe, windtunnels sounds... (maybe)

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External particles textures ALFA SUPPORT, place external .tga files in your <textures>/particle folder. Maybe "quake\id1\textures\particles" or "quake\mod\textures\particles". ALFA set provided. Please, post in the wiki url to new PublicDomain or GPL particles sets. (will test substitutions ..)

mod_extendedparticle 0/1
cvar that control advanced look of wizzard, hellknight & blood.

misc_model
builtin support for this entity, model encoded in model is precache, set, and makestatic.

item_mdl
builtin support for this entity, model encoded in message is precache, set, and makestatic.

gl_decalfolder <mapmodel folder>

Not a usefull one :I , that make a smart substitution of load models, yo call *tree.mdl, then is load from <mapmodel folder>. You can set <mapmodel folder> to alienmapmodels, metalmodels, junglemodels,etc.. This and gl_themefolder fill the "theme" barrier. ( default "mapmodel" )

gl_themefolder <texture folder>

A very cool one!.. ( designed for "Durandal:Myrmidoom" )
you can change on-the-fly (map loading) the folder where the textures is search. This open the way to work with "themes". Ex: Jungle, Desert, Dust, Darklands, Metal, Blood, etc.. just with different sets of textures (.tga, .pcx.. )

( default value "textures" )

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BIG bug fix that stop to load mod with name big than 4 letters (?)

gl_xrayblast 0/1
Light FX in the end of lightning blast.
(on by default)

r_autotele 0/1/2
new value "2" generate a "final-meltdown dimensional teleport" fx for teleports.
(off by default)

gl_emulationsoftwaremode with values 0/1/2 added for a "automanaged" filtering for textures/models.
1/2 values emulate "look & feel" of Software Rendering in the quake engine.
(off by default)

cvarlist
command that list all cvars (engine cvars, and user cvars)

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