ET-Xreal roadmap
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23 Aug 2010, 01:36
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Journals
I don't know how many people knew about this, but we can actually follow the progress of ET-Xreal rather closely
http://redmine.xreal-project.net/projects/et-xreal/roadmap
For coders and such, there is also a svn link so you can check it out closer.
https://xreal.svn.sourceforge.net/svnroot/xreal/branches/ET-XreaL/
:3
http://redmine.xreal-project.net/projects/et-xreal/roadmap
For coders and such, there is also a svn link so you can check it out closer.
https://xreal.svn.sourceforge.net/svnroot/xreal/branches/ET-XreaL/
:3
http://www.youtube.com/watch?v=GMoW18GXKw8
The XreaL-render has many benefits, like better graphics and it uses graphics card rather than CPU for most of the rendering.
So basically, on most modern systems it's a 'better graphics with better performance' kinda thingy.
-> ET with all the same old stuff ( gameplay, engine etc wont be changed ) but with new grafics :> (fps will be better because you can use dualcore or something like that ...dnno )
create et-xreal folder and create folder called etmain and move mp_bin.pk3 and ___pak.pk3 to etmain folder and copy pak0.pk3 to etmain from real ET
and start ET-xreal.exe...
create local host test server disble pure with sv_pure 0
game have so much missing textures right now ... :D
screenie :P
hf&gl with testing
im at school so can't try myself
To put it briefly, we need texture artists and modellers. Already, many retextures of the original maps exist so I don't think it's that big of a problem. Won't be long until someone whips up high-res textures for xreal-et. The models, though, might be a bit harder to come by.
But it is using my 4 cores according to windows task manager! and doesn't use much cpu (around 15% cpu and 400mb ram)
I don't really know what to think about.. sometimes the hdr/bloom gave me the feeling that this is not the et i am used to xD