ETXreaL-0.3.0-20111110.7z is the first major release including over 1 GB of new textures.
It contains binaries for Windows and Linux.
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ETXreaL-0.3.0-20111110.7z - Changes since preview ET-XreaL_snapshot_20101115.7z
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ETXreaL
* IMPORTANT: Changed media license for community contributions to "Creative Commons Attribution-ShareAlike 3.0 Unported"
* Changed required minimum OpenGL version to 3.2 on Windows
* 20 - 80% faster runtime speed by using better Visual Studio compiler options
* Replaced VS 2008 and SCons project files by Premake 4.3
* Changed default binary installation folders to bin/ to avoid conflicts between different architectures
* Improved r_softShadows quality and speed with irregular shadowmap sampling like in Crysis
* Implemented Exponential Variance Shadow Mapping to fight the VSM light bleeding problems
* Optimized tangent space calculations for ET skeletal models (big speed improvement if r_vboVertexSkinning 0)
* Fixed bugs concerning r_vboDeformVertexes
* Added more ET specific keywords to the .shader parser
* Added top-down view for r_showBspNodes
* Added engine version to the console
* Updated JPG loader to libjpeg 8c
* Added Omni-bot 0.81 to default etmain game
* Defaulted com_maxfps to 125
* Rewrote HDR tone mapping to use correct RGB <-> XYZ <-> Yxy color space conversions
* Added GUID system to generate etkeys which are sent as cl_guid
* Renamed r_dynamicLightCastShadows to r_dynamicLightShadows
ETXMap
* Improved ETXMap -map2map -format quake3 using additional support for worldspawn detail brushes
* Improved ETXMap -map2map -format quake3 to support texture coordinates without GtkRadiant 1.4
* Improved alternate BSP splitter algorithm for faster map compiles and better rendering speeds
* Updated JPG loader to libjpeg 8c
* Changed Unix home dir from .etwolf to .etxreal
ETMain
* Added over 1 GB new high resolution textures using diffuse, normal and specular material information
* Added replacement textures for battery and fueldump by Eonfge
* Added high quality skyboxes and models by AVOC
* Added fueldump additions by KeMoN
* Converted original ET maps to the Doom 3 .map format and added an etx_ prefix to them
Can't play, loading times are just crazy on my wxp machine with 2GB of RAM and a AMD HD2600 AGP using 11.10 drivers, normal ET loads much much faster.
Normal ET doesn't contains 1024x1024 textures... with other variants (parallax, specular, displacement)
Happened to me as well but only at first run.
It still takes some time to load a map. This could be reduced greatly by converting the .png textures to .dds format removing the need for automatic compression each time the assets get loaded.
I did that (and funny is that the .dds is bigger then the .png 8/ ) and the game doesn't start now, it complains about not finding the .png's.
By the way i'm now trying to play on my W7 machine with a Qcore cpu, 8 GB of RAM and a AMD HD 5770 GPU with 1GB of VRAM. And it still takes a BUNCH of time before i can enter a map.
He was suggesting it for devs... Of course the game is made to read jpg/tga/png, not dds currently.
File size if not the same thing as texture size in memory.
PNG must be decompressed to it takes 4M for every texture (RGBA) but dds can be store as compressed format (so it can take only - let's say - 1M per texture)
Yeah the long load times are caused by the huge textures.
Right now the .png is extracted from the .pk3 then decompressed to RGBA8 and if you upload it into the gfx card and you have texture compression enabled the driver compresses it into appropiate DXT formats.
And it also has to create mip maps of those textures.
We already thought about adding a dds/ cache where the renderer saves the DXT textures including mip maps for faster loading. A DXT texture is usually 1/8th of the raw RGBA8 version and it can be loaded directly into the GPU.
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Hello guys,i just have a problem,i will say what it is,and hope you'll help.
when get in game,and connect to any server
R_initimages: could not load 'gfx/2d/camera/grain.png'
Please help :/
(Im from Serbia)
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