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<DIV><FONT face=Arial size=2>Hello,</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>I've seen the code for Xreal and although they are
great enhancements for a Q3 based engine, breaking Q3 out of the box to have a
simular feel to newer games with large outdoor scenes is not simply a
modification to the original rendering system.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>I know that a lot of people want to see something
new when it comes to the renderer and if this new fork of ioq3 is meant to also
serve this purpose, then you will need to realize that a new map format, if you
use an existing system, is going to break 80% of quake 3's features. You almost
need to remove all bsp, entity, model and whatever code is used when maps /
levels are loaded and then you need to start completely from scratch. It's not
easy to do and it WILL break all compatibility for any previous mods. All mods
or addons that will work for your new engine will be whatever you specifically
write for it. </FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Out of all the engine changes that I've made, I've
only been able to keep a simular menu system, in game statusbar hud, (based on
Xreal/Evolution) and the scrolling credits. The status bar is the only code from
an esiting project that I had used.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Reason for my changes... I love the way Crytek /
FarCry one renders outdoor scenes. So when I started looking around the web, I
came across Grome, <A
href="http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor">http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor</A></FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Gathering Ideas from the Grome SDK about thier uses
of OpenGL along with using Nvidia's OpenGL 10 SDK and Scene Graph, I've somewhat
finally been able to render outdoor scenes. My new scene manager also has
support for water, fog, snow, wind, rain ect. But these changes and the use of
another editor broke support for 80% of Q3's features because the models are
different, not entities ect. So once I get a stable level system complete using
Atlas, I'll have to base the next addition of features around a physics system.
Possible Havok since it's going to have a free non-commercial version and they
say it will be available in May 2008. </FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Honestly though, Most days I feel like this was all
just a waste of time because in the end, there is very little left of the
original quake 3 engine. As all of the additional tools that I use are all from
a 3rd party. So all that is left is the shell of Q3 and some network code that I
am saving because I also have the gamespy sdk. Ghoul2 which I had used in
original Q3 engine was changed to use bullet physics from the NVidia SDK, and
some maps were based around Cal3d. All were earlier changes before I started
trying to replicate some CryTek features and using Nvidia and Quake Software's
SDK to start implementing more advanced OpenGL rendering and such.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Here are some earlier shots from the beggining of
the conversion. I will grab some more once I get some other instabilities out of
the way.</FONT></DIV>
<DIV><FONT face=Arial size=2><A
href="http://picasaweb.google.com/cbunting99/Q3Engine">http://picasaweb.google.com/cbunting99/Q3Engine</A></FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Much like Xreal, I am not longer working with ioQ3
as a base either as SDL, OpenAL were all things that were not needed for my
project so it was reworked for be nothing more than a q3 version with bug
fixes.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Chris</FONT></DIV>
<BLOCKQUOTE
style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px">
<DIV style="FONT: 10pt arial">----- Original Message ----- </DIV>
<DIV
style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B>
<A title=trebor_7@gmx.net href="mailto:trebor_7@gmx.net">Robert Beckebans</A>
</DIV>
<DIV style="FONT: 10pt arial"><B>To:</B> <A title=quake3@icculus.org
href="mailto:quake3@icculus.org">quake3@icculus.org</A> </DIV>
<DIV style="FONT: 10pt arial"><B>Sent:</B> Wednesday, April 09, 2008 3:42
PM</DIV>
<DIV style="FONT: 10pt arial"><B>Subject:</B> Re: [quake3] Greetings</DIV>
<DIV><BR></DIV>I would like to clearify a few things about XreaL because many
people complain about the incompatibility with existing mods
assets:<BR><BR>XreaL was not initially based on the IOQuake 3 project at all.
I merged it later with IOQuake 3 because I don't want to maintain so much
platform dependent code. It is a different project with complete different
project goals.<BR></BLOCKQUOTE></BODY></HTML>