RTCW Remake already in progress..

Moderator: =KT=PREDOGGG

Posts: 8
Joined: Sun Jan 16, 2011 2:36 pm

Re: RTCW Remake already in progress..

Postby Dude123 » Tue Jan 18, 2011 8:25 pm

Feelgood, download it from the attachment, pm me, and I'll help you set it up. The engine is compatible with all current mods.

It's stable and ready for testing. I've killed all the bugs that crash it or make it unplayable. I just need to tweak here and there.

PS: I'll be setting up a google code project site soon for the engine. The mod will be on its way shortly after.

User avatar
Posts: 23
Joined: Sun Jan 16, 2011 4:43 pm

Re: RTCW Remake already in progress..

Postby =KT=PREDOGGG » Wed Jan 19, 2011 8:56 am

wOOHOO that will be so good when it comes out thanks Dude123
Image
Image

User avatar
Posts: 7
Joined: Wed Jan 19, 2011 11:40 pm

Re: RTCW Remake already in progress..

Postby Nate » Thu Jan 20, 2011 12:45 am

If you're planning to port XreaL it shouldn't be much of a problem as, as you said, engines are quite alike in basics. Just make sure it's stable enough before you decide to port it. As, as i heard XreaL engine had problems in Q3 with frames dropping drastically, every time entity rendered on screen. I never played at it, so can't talk from my own experience but that's what i heard. :?:

Anyway, rtcw is pretty much dead- yes there are still servers that are full, but it's glorious days are long gone. Competitive part is all but extinct. So I'm wondering what exactly is that you're trying to achieve? I've heard "people will come if this and that changes" story dozen of times and it always end up the same, it put some spark but fire never started. So i'm wondering what are the goals of this project? To keep current community alive or to bring back some life into it? Like bringing competition part back to life? If that's the case then there's another thing.

From technical point of view i'm wondering. Are you planning to simply update the render to that extend that will be compatible with current mods or are you thinking about more drastic changes which will eventually need game logic modification as well? Cause if that's the case then rtcw will need new competition mod. Depending of changes you're planning to do, some mods- like server side mods, may still remain compatible but client side mods most probably wont work anymore, thus renders out OSP of equation- and no point asking, it wont be released as Botanika doesn't have the source code and Rhea doesn't want to release it and as afaik, they wont update it neither if there's updated engine out. :|

I know whole post sounds kinda grim which is not really what I intended, RTCW is my favourite game as well and I completely agree with what was written in another post about CoD being camping game with zero skill but jump behind a truck and snipe around with no aim spreading crap...try jumping with sniper on rtcw and pull a headshot. So much about realistic crap...i wont go into other games neither..they are fun but they simply don't come close to rtcw, it just doesn't cut it. But we have to be realistic about it. I mean in what direction is project going, just a refresh of game or as a standalone mod etc..?

Refreshing game and not reinventing a wheel is a sound idea, personally there's nothing i would like better but to play rtcw as it is, but with updated graphic. But eventually project will need to decide what exactly is trying to achieve as at one point, you'll be faced with 2 options- either hit the wall with modifications to keep it compatible with current mods and under license with still needing serial to play it, or go on solo path and create standalone mod that can look pretty much the same as rtcw in all aspects but with new graphic, own made art (even if the same, just needs to be re-made due license) own anti cheat program and serial key pulled out which will open it to masses.

That how I see it from my point of view.

Although, you can just go with the flow. Putting project as open source, and see if gets any attention and see where it leads. Personally I may even get involved if it's open sourced and shows potential, otherwise I simply don't see a point in wasting time coding something for handful of people, cause I already done that in past.

----
'L0,

Posts: 1
Joined: Thu Jan 20, 2011 6:42 am

Re: RTCW Remake already in progress..

Postby Homie1337 » Thu Jan 20, 2011 7:07 am

Hi all,

As i found this forums thx to cf post about some new rtcw being made i got excited and registered.

Its nice to see something new and ill offer my services if you need me or so..

About the maps: i was the one who converted supplydepot and braundorf from et to rtcw. And currently i got dersaidin his permission to convert adlernest for rtcw and im already at 2/3 progression

Cheers!

User avatar
Posts: 23
Joined: Sun Jan 16, 2011 4:43 pm

Re: RTCW Remake already in progress..

Postby =KT=PREDOGGG » Thu Jan 20, 2011 10:12 am

To Nate that are very good questions I dont know what the owner of the forums really wants too. but I am sure he will voice them to you soon.

to homie

that is great to hear I love to see all the et maps on rtcw one day cause as for as I am concerned RTCW is the best
Image
Image

User avatar
Posts: 5
Joined: Mon Jan 17, 2011 6:23 pm
Location: Xenia, Oh. USA

Re: RTCW Remake already in progress..

Postby Likethat » Thu Jan 20, 2011 5:17 pm

Nate which mod where you involved with?

Posts: 8
Joined: Sun Jan 16, 2011 2:36 pm

Re: RTCW Remake already in progress..

Postby Dude123 » Thu Jan 20, 2011 5:50 pm

@Nate

You hit on a huge sticking point as far as mod compatibility. It's a major goal of mine.

Right now I'm working on a couple of features which won't break compatibility but might not be fully available to current mods. (But I'm working on mod too that will :) )

--MP3 Support
---Playing the sounds is done by the engine, so the support will be there. Calls to load sounds are done in the logic level. Adding new ones to the current mods is kind of tough without having to run QMM (which is essentially dead development wise). This is what I'm working on tonight actually.

--Out of Box ET and Quake 3 Map Support
---That's right no conversion. /map oasis and it loads. This will necessitate both engine changes, and logic layer changes. This one is about 50% complete. Quake 3 is done, but ET is a bit harder. Since ET/RTCW both use the same BSP version number, I'm having to hunt down a way to differentiate the common concepts they do differently, like fog<--or create one way that will do them both.

The version I attached earlier already has bloom lighting and support for HTTP redirects. It's stable and ready for hardcore play/server testing.

Xreal is atm a pie in the sky for the reasons you mentioned. They never had a "game" to hold their development back and so they just went nuts as far as development goes. ET I think might change that.

User avatar
Posts: 7
Joined: Wed Jan 19, 2011 11:40 pm

Re: RTCW Remake already in progress..

Postby Nate » Thu Jan 20, 2011 8:05 pm

@Likethat

I was involved in 2 mods. AvP and S4NDMoD- both 1.0 mods. In one as developer and in other as contributor. I'm not doing it any more cause I'm atm doing other stuff, as well as i don't play rtcw currently so i see no point. But there's still some work left in both mods that i didn't finish so i may revisit it eventually when my schedule frees up.

@Dude123

Out of Box ET and Quake 3 Map Support sounds very nice. Entities are not really that much different in et, it's as you said, more a problem about cancelling new ones (fog, snow, allied/axis only entry door..) that rtcw wouldn't know how to read or what really is. Although Q3 engine is one of the toughest i've encounter, you can really abuse it in various ways and throw pretty much anything you can think of in it, and it will still work in most of the cases, so you have a good chance to get this done with some effort.
Although I don't really see a point in mp3 support, but that's cause compressing to wave and right bitrate for rtcw to play it, isn't really a problem to me, tho i see why it would be useful for others.

You may want to check in ioquake engine as well. It has ingame voip support, surround sound...
Main thing you should address tho, is security, fixing known exploits like server file downloading should be a priority. As for XreaL, i guess we'll have to wait and see, hopefully they'll get things done right this time.

As for your mod, if you'll decide to create one due necessity I can help you with some basic stuff, like porting admin/ref functions from 1.0 and basics alike so owners will have some control over it, as well as fixing some common exploits. But that pretty much depends if you'll want help and of how much time i'll even have :oops:

(=

----
'L0,

Posts: 8
Joined: Sun Jan 16, 2011 2:36 pm

Re: RTCW Remake already in progress..

Postby Dude123 » Thu Jan 20, 2011 10:56 pm

Mod wise I'm pretty set...got all the basics (admin, hitsounds, no damage shoving/corpse dragging, weapon tweaking)-->But I do have one HUGE need...

I got permissions to use the shotgun model/sound assets from NoQuarter for ET, but couldn't figure out a damn thing about the code since ET parses weapon models to load totally differently. I noticed S4ndmod used it too. You think S4ndman or anybody else would have an issue using that code? If they don't...that code would rock.

Also on another note...as far as ioquake3 goes...it's where I'll be pulling the VOIP and bug fixes from it, but that's about it. I tried swapping the sound systems out so far, and the decrease in both quality and performance on Windows with RTCW really left a bad taste in my mouth. (kept thinking to myself, this is why I quit playing ET and went back to Wolf. I don't like lagging everytime I get a hit, just to hear a hitsound, it get's me killed) Plus...I'm not sure I have the time to fix the sound system (of course because its q3 moved to rtcw) or fix the rest of a quake 3 sdl backend for rtcw.

User avatar
Posts: 7
Joined: Wed Jan 19, 2011 11:40 pm

Re: RTCW Remake already in progress..

Postby Nate » Fri Jan 21, 2011 6:42 am

Ah you're going down that road. I can't give you source code cause it's not mine to give so you really have 2 options.

- You can contact S4NDMANN or AG3NT on s4ndmod forums: http://www.s4ndmod.com/phpBB3 and ask if anyone of them is interested to either help you or parse you their code for it. I suggest you contact them via pm and explain your situation, they are cool cats.. =)

- Or alternatively, if they aren't interested, you can do it on your own. If that's the case I'll help you with it when i have more time.

PreviousNext

Return to General

Who is online

Users browsing this forum: No registered users and 22 guests