Hello

Added by bigbadwolf over 5 years ago

Excited to see something recent for an extension of my favorite game, RtCW.

I think id like to contribute.

I’m having some trouble running cmake, going to have to tackle this tomorrow.


Replies (10)

RE: Hello - Added by Jacker over 5 years ago

bigbadwolf wrote:

Excited to see something recent for an extension of my favorite game, RtCW.

I think id like to contribute.

I’m having some trouble running cmake, going to have to tackle this tomorrow.

This is not and RtCW project.. RtCW and W:ET are not the same game.

Anyways what sort of an issue are you having?

RE: Hello - Added by IR4T4 over 5 years ago

Check this linky http://code.google.com/p/bzzwolfsp/source/list and say hello again

RE: Hello - Added by bigbadwolf over 5 years ago

No no. W:ET is a mod of RtCW MP, I realize they’re different as Splash Damage added their bologna like xp, landmines, rifle grenades... Which is why quake wars was an epic fail. I think they should have stuck to making GoTY maps instead. I skipped a lot of school to play RtCW and eventually ET because the servers started dying off in origional wolf. AZLINUX and HAPPYPENGUIN (ouch, my heart)

I’m more interested in the multiplayer side of the game. Originally I was preparing to migrate some of the mechanics to Source SDK 2013. But ETL looks far more promising as its already functioning and it appears there is a better renderer in the oven. Id like to update some of the old wolfMP maps to current standards.

Check out some of my work (also the soon to be published new version of the site):
http://www.aethergames.com/

http://www.aethergames.com/v5

RE: Hello - Added by bigbadwolf over 5 years ago

I got cmake to build the solution. It was a compound error, mostly me not fully rtfm, but my vs command line was not allowing me to change directories. I was also trying to build with renderer2 ticked and it was failing with missing stream editor.

RE: Hello - Added by Radegast over 5 years ago

Oops, Dragonji posted a link to iortcw, but I deleted that comment by mistake. Sorry.

If you are really looking for true RTCW experience, then I would suggest you take a look at that RTCW Coop project IR4T4 mentioned.

However, if you think ET:L is what you are looking for then you are more than welcome to stay and help us.

We have recently started texture and model recreation and already there are excellent results thanks to keMoN and RaFaL.

Kemon is also an experienced mapper: http://forums.warchest.com/showthread.php/39432-MAP-RELEASE-Dingenskirchen-a-tribute

Our current aim is to recreate the original maps so that we can use the features of our improved renderer, use HD textures, better models, fix glitches and map scripts, etc.

RE: Hello - Added by bigbadwolf over 5 years ago

Id like to help with what I can.

Is there a particular map version to use (W:ET, Doom3, Quake4)?

RE: Hello - Added by Jacker over 5 years ago

We are using the exactly the same map format in the engine as the valinna ET but with a twist, we can use deluxemapping (enables bump mapping and parallax mapping) but it requires the maps to be compiled with deluxemapping enabled. I have made some changes to the q3map2 code which tells the engine that there are deluxe maps available but that code is not yet in the main gtkradiant repo, but if you are interested in helping out I can share a build.

RE: Hello - Added by bigbadwolf over 5 years ago

Jacker wrote:

We are using the exactly the same map format in the engine as the valinna ET but with a twist, we can use deluxemapping (enables bump mapping and parallax mapping) but it requires the maps to be compiled with deluxemapping enabled. I have made some changes to the q3map2 code which tells the engine that there are deluxe maps available but that code is not yet in the main gtkradiant repo, but if you are interested in helping out I can share a build.

Sounds good, How does everyone normally communicate?

RE: Hello - Added by Spyhawk over 5 years ago

bigbadwolf wrote:

Sounds good, How does everyone normally communicate?

Either on the IRC channel for a fast, direct communication (#etlegacy on freenode.net), or by commenting on the relevant issue in the bug tracker. Obviously, the later is ideal to keep trace of the shared information on the longer term.

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