lowenz
20-04-2007, 14:22
Una delle più belle notizione possibili per gli amanti dell'indimenticabile Quake2!
Benchè ci siano ottimi client grafici che "ammodernano" immensamente Quake 2 (Berserker@Q2 e Quake II XP sono fantastici, il secondo supporta pure le espansioni ufficiali di Rogue/Xatrix :eek: ) è tornato in sviluppo il più promettente di tutti: Quake 2 Evolved!
Ecco la notizia direttamente dal forum:
http://www.quake2evolved.com/blurforum/showthread.php?threadid=3950
OK, this was one of our hardest decisions in a long time, but we have abandoned OverDose and we're getting back to work on Q2E. In fact, we have something almost ready for release.
Q2E 0.80 will incorporate many of the features present in the OverDose engine, that weren't present in Q2E 0.68. To name just a few:
- GLSL shaders to replace the old, outdated ASM programs
- Bloom, controllable via material scripts
- Flare deforms
- Portal skies
- Decals on models
- Vertex buffers, to reduce AGP/PCI-E traffic, specially for static geometry
- Projected lights
- Enhanced OverDose light editor
- Many optimizations, enhancements, and fixes to the light front-end code, and also depth bounds testing optimizations
- Many more optimizations in the renderer code
- Sound shader system and enhanced 3D sound system
- EAX reverb and occlusion effects using the OpenAL EFX extension
- Integrated reverb editor
- All other optimizations and fixes from OverDose that are compatible with the Quake 2 code (ie: faster map loading code, collision system optimizations, etc)
Other stuff, like MD5 model support and scriptable FX and GUI systems, will hopefully follow soon.
It's also quite tempting to go ahead and replace the map file format and add curved surfaces, models, terrain, foliage, etc... but that depends on how much we care about backwards compatibility. If we decide to break all kind of compatibility, I'll likely rewrite the networking code too.
Q2E 0.80 is scheduled for release within the next few days. I intend to make it a beta release, fix any bugs encountered, and then make an official (non-beta) release.
The old "ARB" rendering path is still there for people with older video cards (pre-GeForce FX and pre-Radeon 9500), which as you may remember, it lacks specular lighting.
The newer "GLSL" rendering path requires an OpenGL 2.0 compatible video card and driver.
Anyway, stay tuned...
:yeah: :yeah: :yeah:
Benchè ci siano ottimi client grafici che "ammodernano" immensamente Quake 2 (Berserker@Q2 e Quake II XP sono fantastici, il secondo supporta pure le espansioni ufficiali di Rogue/Xatrix :eek: ) è tornato in sviluppo il più promettente di tutti: Quake 2 Evolved!
Ecco la notizia direttamente dal forum:
http://www.quake2evolved.com/blurforum/showthread.php?threadid=3950
OK, this was one of our hardest decisions in a long time, but we have abandoned OverDose and we're getting back to work on Q2E. In fact, we have something almost ready for release.
Q2E 0.80 will incorporate many of the features present in the OverDose engine, that weren't present in Q2E 0.68. To name just a few:
- GLSL shaders to replace the old, outdated ASM programs
- Bloom, controllable via material scripts
- Flare deforms
- Portal skies
- Decals on models
- Vertex buffers, to reduce AGP/PCI-E traffic, specially for static geometry
- Projected lights
- Enhanced OverDose light editor
- Many optimizations, enhancements, and fixes to the light front-end code, and also depth bounds testing optimizations
- Many more optimizations in the renderer code
- Sound shader system and enhanced 3D sound system
- EAX reverb and occlusion effects using the OpenAL EFX extension
- Integrated reverb editor
- All other optimizations and fixes from OverDose that are compatible with the Quake 2 code (ie: faster map loading code, collision system optimizations, etc)
Other stuff, like MD5 model support and scriptable FX and GUI systems, will hopefully follow soon.
It's also quite tempting to go ahead and replace the map file format and add curved surfaces, models, terrain, foliage, etc... but that depends on how much we care about backwards compatibility. If we decide to break all kind of compatibility, I'll likely rewrite the networking code too.
Q2E 0.80 is scheduled for release within the next few days. I intend to make it a beta release, fix any bugs encountered, and then make an official (non-beta) release.
The old "ARB" rendering path is still there for people with older video cards (pre-GeForce FX and pre-Radeon 9500), which as you may remember, it lacks specular lighting.
The newer "GLSL" rendering path requires an OpenGL 2.0 compatible video card and driver.
Anyway, stay tuned...
:yeah: :yeah: :yeah: