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#1 GSIO01

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Posted 11 November 2009 - 09:43 PM

Hey there,

I want to introduce to you a project I recently started to work on.
It is called rpgxEF and is an special version of ioEF for rpgxEF.

So what is it you might ask. As said this is a special version ioEF.
Right know I have increased some of the engines limits, some to allow more features to be added to maps and some to fix some of RPG-X mayor bugs.
These changes make rpgxEF incompatible to vEF, ioEF, and ioCow, but of course you'll still need an original copy of EF and a valid CD-Key. Also rpgxEF requires a special compile of the VM files for this engine. Of course RPG-X stil will be developed for these mainly for vEF, ioEF, and ioCow, it's just something I do for fun.

So here is a list of changes and fixes:
  • MAX_GAMESTATE_CHARS quadrupled to 64000 chars (fixes bad command byte|entity limit increase)
  • MAX_CONFIGSTRINGS quadrupled to 4096 (needed for MAX_GAMESTATE_CHARS and MAX_MODELS increase)
  • MAX_MSGLEN quadrupled to 65536 (needed for MAX_GAMESTATE_CHARS increase)
  • MAX_MODELS doubled to 512
  • messagemode1 is now displayed as local: instead of say:
  • messagemode2 is now displayed as global: instead of say_team:
  • maximal number of chat lines displayed on screen was increased to 10
  • added messagemode5 for say_class
  • increased Entity limit to 2048
  • added support for extarnal lightmaps which are loaded from maps//lightmaps (tga only). To make q3map2 produce external lightmaps use -lightmapsize x (where x is a power of 2, for example 1024), the lightmaps will then be stored in maps/ by q3map2 and have to be moved (if you use NetRadiant you can use -lightmapdir to output the lightmaps directly to the correct directory). External lightmaps tend to be much darker than standart lightmaps, therefore I suggest to compile your map with -gamma y -compensate z where y >= 2 and z <= y.
  • added optional Bloom effect (r_bloom 1 and r_bloom_* to configure)
  • added optional Motion Blur effect (r_motionBlur 1 and r_motionBlurStrength to configure)
  • readded Shader Remapping support to rpgxEF and added support for it in RPG-X
  • r_showtris is now able to show different entitytypes in different colors:
  • highlight entities: r_showtris += 2
  • highlight md3 abd other meshes: r_showtris += 4
  • highlight Raven mdr: r_showtris += 8
  • highlight md4: r_showtris += 16
  • highlight other non world: r_showtris += 32
  • applied FBO patch:
  • r_ext_framebuffer 1 to enable
  • r_ext_framebuffer_bloom 1 to enable bloom, r_ext_framebuffer_bloon_* to configure, r_ext_framebuffer_blur_* to configure
  • r_ext_framebuffer_rotoscope 1 to enable rotoscope effect, r_ext_framebuffer_rotoscope_* to configure
  • r_ext_framebuffer_colorinvert to enable color invert
  • updated code for waveform random so it's results are closer to the on of vEF
  • Buildin SQL (mysql) client


Upcomming changes:

Want to try it?
Please note that this is stil an alpha version.
There are client versions avaible for win 32 bit, linux 32 bit and linux 64 bit ... and dedicated server versions for win 32 bit, linux 32 bit and linux 64 bit from my Development Release Page. Even though I have a Mac I'm sadly unable to compile a mac version right now, but I'm working on it.

Install Instructions:

Windows:
  • You are required to have Microsoft Visual C++ 2005 SP1 Redistributable Package installed
  • Extract all files
  • Move them to your Star Trek: Voyager - Elite Force install directory (NOT the baseEF).
  • Move the pak5_beta8_2_x.pk3 into your RPG-X2 directory.
  • Create a new shortcut to the rpgxEF executeable and add the following commandline parameter "+set fs_game RPG-X2"

Linux:
  • You need a working hardware accelerated OpenGL setup (DRI, fireglx, nvidia-glx...) (client only)
  • You need to have installed the following libs: libSDL, libmad, libvorbis, libogg, libvorbisfile, libmysql%client (% = version number)
  • You can optinally install OpenAL lib (for OpenAL support) and libcurl (for HTTP/FTP Download support)
  • Extract all files included.
  • Move them to any folder you want to install the game in
  • Create a directory called baseEF
  • Copy or upload (dedicated server) pak0.pk3, pak1,pk3, pak2.pk3 from your Star Trek: Voyager - Elite Force CD into the baseEF folder
  • If you own the Expansion Pack copy or upload (dedicated server) from your Expansion Pack CD into the baseEF folder
  • Download RPG-X2 and all avaible updates (zip version) and install it
  • Move the pak5_beta8_2_x.pk3 into the RPG-X2 folder
  • To run rpgxEF use the command line parameter +set fs_game RPG-X2


#2 RadiSign

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Posted 12 November 2009 - 09:33 PM

Mukosaka is coming... and you're the guy that will make it possible, numinous! Still thank's ;)
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#3 Darknight

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Posted 13 November 2009 - 12:16 AM

Biggest question:

I have problems with both engines:

io: i have too much stuff and it crashes...no i am not deleting anything

vEF: cant open maps locally without a disk..which is a hassle...

will there be a fix in this engine that makes it so you can have a MASSIVE BaseEF and RPG-X2 folder and still run bug/error (error in this case) free?
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#4 GSIO01

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Posted 13 November 2009 - 01:48 PM

I haven't thought about this at all yet, but I'll see if I can do something about that.

EDIT: I'm not quite sure where to start with that. Do you get any error message when ioEF crashes?

#5 GSIO01

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Posted 13 November 2009 - 07:27 PM

New version released

#6 Darknight

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Posted 13 November 2009 - 10:16 PM

ummm idk...something about cache...ill try your new one...see if it works with my huge files
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#7 Alex H

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Posted 13 November 2009 - 11:22 PM

When you say that it is incompatible with vEF, ioEF and ioCow. What exactly do you mean?

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#8 Darknight

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Posted 14 November 2009 - 01:06 AM

and just to check...this is still in alpha?
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#9 Apprentice

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Posted 14 November 2009 - 08:13 AM

So here is a list of changes and fixes:

  • MAX_GAMESTATE_CHARS quadrupled to 64000 chars (fixes bad command byte|entity limit increase)
  • MAX_CONFIGSTRINGS quadrupled to 4096 (needed for MAX_GAMESTATE_CHARS and MAX_MODELS increase)
  • MAX_MSGLEN quadrupled to 65536 (needed for MAX_GAMESTATE_CHARS increase)
  • MAX_MODELS doubled to 512
  • messagemode1 is now displayed as local: instead of say:
  • messagemode2 is now displayed as global: instead of say_team:
  • maximal number of chat lines displayed on screen was increased to 10
  • added messagemode5 for say_class
  • increased Entity limit to 2048
  • added support for extarnal lightmaps which are loaded from maps//lightmaps (tga only). To make q3map2 produce external lightmaps use -lightmapsize x (where x is a power of 2, for example 1024), the lightmaps will then be stored in maps/ by q3map2 and have to be moved (if you use NetRadiant you can use -lightmapdir to output the lightmaps directly to the correct directory). External lightmaps tend to be much darker than standart lightmaps, therefore I suggest to compile your map with -gamma y -compensate z where y >= 2 and z <= y.

Sounds interesting but do you also intend to release a modified version of q3map2 with boosted limits ??

vEF: cant open maps locally without a disk..which is a hassle...

Default copy protection from the game, which IIRC all Quake3 derived games have, which wouldn't be legal if that was circumvented . . .

#10 GSIO01

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Posted 14 November 2009 - 01:41 PM

When you say that it is incompatible with vEF, ioEF and ioCow. What exactly do you mean?

To increase the limits the network protocol had to be changed.

and just to check...this is still in alpha?

Yes it is.

Sounds interesting but do you also intend to release a modified version of q3map2 with boosted limits ??

The only limit that also applies to q3map2 is the entity limit which is 4096 in the q3map2 source code.
Of course to support bigger maps for those mappers out there that are doing vis compiles (me included) the max visdata size may be uped as well the brushlimit and so on once there is need for it.

#11 Alex H

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Posted 14 November 2009 - 02:49 PM

To increase the limits the network protocol had to be changed.


So this would come with an increase of bandwidth usage as well? Or would it expand the ping time from 999ms to 9999ms as is used in most new games?

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#12 GSIO01

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Posted 14 November 2009 - 03:22 PM

So this would come with an increase of bandwidth usage as well? Or would it expand the ping time from 999ms to 9999ms as is used in most new games?


There is a increase of badwidth usage, on some maps which already use this engine and have more than 256 brushentities higher pings (~200-300 ms instead of ~50 ms) could be noticed for users on slower internet connections in areas with many entities.
A temporary fix for this was found by increasing sv_maxrate to a value >= 50000 and the clients rate to >= 50000 as well (for your information the rate is in chars per second, so the standart DSL rate of 25000 that elite force uses is 200000 bit/s which equals 48,82 kbyte/s).
As this only can be seen as temporary fix I'm already researching ways to improve the compression ratio of the algorithm used, or even replace it by another.

#13 Alex H

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Posted 14 November 2009 - 03:59 PM

Ok thanks for clearing that up

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#14 Apprentice

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Posted 14 November 2009 - 09:32 PM

The only limit that also applies to q3map2 is the entity limit which is 4096 in the q3map2 source code.
Of course to support bigger maps for those mappers out there that are doing vis compiles (me included) the max visdata size may be uped as well the brushlimit and so on once there is need for it.

Believe me, there is need for it. Right now (besides the entity limit) is the MAX_EDGE_LINES limit from q3map2 pretty much happening a lot these days . . .

#15 Darknight

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Posted 15 November 2009 - 05:02 AM

ok, so this expands on the capabilities of ioCow i take it...but does it include things like voice chat and 11 lines of text....i mean small features that ioCow packed in...while this version expands on what the engine can handle...

the thing is for me, vEF can handle a large load directory, all my EF folders etc....ioCow cant :/ so this is why i have vested interest in this, because i loved ioCow while it worked for me, but then i hit a point where it was too much to be loaded for the engine to even open up.
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#16 Alex H

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Posted 15 November 2009 - 01:42 PM

The only problem I really have is that it doesn't autoexec... this is just a pain, especially when going back to ioEF, everything resets to default :(

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#17 GSIO01

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Posted 15 November 2009 - 03:32 PM

You must have at least changed options (I suggest graphic options) in vEF and rpgxEF over the configuration menu one time then it should autoexec. Also make sure you either have your cfg in the fs_homepath or you change fs_homepath t your EF install directory.
You are not the first this happened for I have no idea why this happens yet but it was always fixed by doing what I said above.

On another topic:

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#18 Alex H

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Posted 15 November 2009 - 04:02 PM

Actually that was the first thing I tried but it didn't work :)
And WOW BLOOMS!!!!!!!!!!!!! :D

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#19 Scooter

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Posted 15 November 2009 - 06:23 PM

I'm very excited about this project. Getting rid of the limitations of vEF opens up so many more possibilities.

#20 Lee

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Posted 15 November 2009 - 09:36 PM

It would be nice to just say screw it and make all the limits like 23857486938045.

But then that would be hard to optimize. :(
3.141592653589793238462643383279502884197169399375105820974944592307816406286208998628034825342117067982
14808651328230664709384460955058223172535940812848111745028410270193852110555964462294895493038196442881
09756659334461fnord28475648233786783165271201909145648566923460348610454326648213393607260249141273724587
006606315588174881520920962829254091715364367892590360011330530548820466521384146951941511609



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