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this code will replace the actual one? #3

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pedrxd opened this issue Apr 26, 2017 · 5 comments
Open

this code will replace the actual one? #3

pedrxd opened this issue Apr 26, 2017 · 5 comments
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@pedrxd
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pedrxd commented Apr 26, 2017

Hi, thanks you Mickel for make this repository. But i have a question, this code was create with the intention of replace the actual one (ioq3 Barbatos's code)? Or is just to be an other unnoficial?

@danielepantaleone
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I guess this is something that @FrozenSand should answer. Since this engine source is GPL licensed, FS could make use of this engine and ship it together with the Urban Terror mod, hence replacing the one from @Barbatos's repository. But maybe Mickel's plans are different 😃

@mickael9
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This is my totally unofficial and experimental build and is not related to FrozenSand.

I don't want to speak for FrozenSand but I don't think they would consider an official engine switch which would require a considerable amount testing since their efforts are now directed towards Urban Terror Resurgerence.

With that said, Barbatos hinted (FrozenSand/UrbanTerror4#399) that the mod code could be open sourced so I can imagine a regain in interest for the modding community and the emergence of forks bringing the mod and engine code together

@Barbatos
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Upgrading the Quake3-UrT engine to the latest ioq3 version is something that I've wanted to do for a couple of years, but considering my limited free time and the current number of players on UrT legacy, I figured it wasn't worth spending time on this. The coders at FS would rather focus on the promising Resurgence version. :)

Nonetheless I'm glad to see that someone has the time and motivation to work on this (quite huge) project. I'm definitely keeping an eye on this repository. 👍

@mickael9 please do not hesitate to get in touch with me once you're fully done with the port and testing. We might consider adding the engine as an option in the user settings of UrTUpdater for a while to see how it behaves for the players interested in testing it (me included!).

@ryan-sg
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ryan-sg commented Oct 14, 2017

for what its worth, this engine has been a much better performer for me on openbsd. as openbsd only has open source graphics drivers available with no option for amd-supplied or nvidia-supplied drivers, it has been a good test bed for me to see how capable the open drivers are these days.

As of the most recent commits pulling the ioq3 master changes in here again, the last game I played on a 9v9 TDM server didn't leave 60fps much at all. (60fps due to my use of vsync)

@ThomasBrierley
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ThomasBrierley commented Mar 26, 2018

Thanks for all the work on this everyone, it's really promising to see. I've started testing this on Linux and my initial impression is fast and stable :) Some of the nice improvements i've noticed so far:

  • Doesn't break my colour profile. Previously I had to wrap the client in a script to manually tweak the gamma with xcalib and restore it afterwards due to that old persistent SDL1 bug, but now we got SDL2 so it just works, yay.
  • FPS is far more consistent. I'm running it on a 10 year old laptop, previously it could achieve 125 FPS but pathological cases could easily bring it down as far as ~30, these appear to be far less severe or frequent now.

One thought occurred to me if opening this up to a wider audience: The opengl2 renderer was too slow for my ancient computer (~30 FPS) maybe it's possible to turn off all the extra AA features etc i duno i haven't dug deeper, but the opengl1 is plenty fast. It might be an idea to add a menu option for the cl_renderer cvar, possibly with opengl1 as the default depending on how common older hardware is with this game - otherwise some people might think the engine is really slow before finding that option.

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