quake 3 running on the xbox

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booker
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quake 3 running on the xbox

Post by booker »

http://carcharius.xbox-scene.com/
The second thing is related to that behind the scenes work. I’ve been trying to get some mods loading, with variable success. The following screenshots are from a mod called Urban Terror. Unfortunately this particular mod isn’t playable – the xbox runs out of memory before the level can load.
Zyte
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Post by Zyte »

Lol nice.. Although i personally have something against shooters @ consoles.
Don Carlos
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Post by Don Carlos »

old...:paranoid:
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AmIdYfReAk
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Post by AmIdYfReAk »

did they release the source or anythign for this?
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Foo
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Post by Foo »

what, for quake 3? a couple of weeks ago.
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AmIdYfReAk
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Post by AmIdYfReAk »

no, to actually play it on box :) or the XBE will also help :o
dzjepp
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Post by dzjepp »

lol it runs out of memory?
AmIdYfReAk
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Post by AmIdYfReAk »

xbox has 64 megs of ram, and it only does that when you try and run Urban Terror.. That mod allways had shuttering problems on pc's.. they allways recommended your hunkmegs to 96.
glossy
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Post by glossy »

AmIdYfReAk wrote:did they release the source or anythign for this?
they're still working on it. i imagine he needs to get memory issues worked out, networking, anti-aliasing, and thumbstick tweaking. Hopefully he'll add in his own memory swapfile support (on X: and Y: drives), and maybe a little bit of auto-aim.

i've been playing Quake2 on my xbox, lots of fun to get back into. Wish someone would have ported one the graphics mods, though, it's still looking a little unimpressive (the explosions, especially)
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Post by glossy »

oh, and hopefully he'll incorporate some kind of split-screen support for multiplay, but that would require extra coding the in .qvm files, so i'm not sure how that would go down...
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Post by Don Carlos »

glossy wrote:oh, and hopefully he'll incorporate some kind of split-screen support for multiplay, but that would require extra coding the in .qvm files, so i'm not sure how that would go down...
Only got 733 mhz to play with young sir ;)
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glossy
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Post by glossy »

Don Carlos wrote:
glossy wrote:oh, and hopefully he'll incorporate some kind of split-screen support for multiplay, but that would require extra coding the in .qvm files, so i'm not sure how that would go down...
Only got 733 mhz to play with young sir ;)
it wouldn't be very hard to implement splitscreen into quake3 -- i remember it being done before. the only calculations that need to be done once for each screen is HUD stuff, a small amount of CG (clientgame -- some things, although universally defined/set, will have to be calculated per-view) and the bulk of the calculations being in rendering from another camera, which is entirely a GPU process
o'dium
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Post by o'dium »

glossy wrote:
AmIdYfReAk wrote:did they release the source or anythign for this?
they're still working on it. i imagine he needs to get memory issues worked out, networking, anti-aliasing, and thumbstick tweaking. Hopefully he'll add in his own memory swapfile support (on X: and Y: drives), and maybe a little bit of auto-aim.

i've been playing Quake2 on my xbox, lots of fun to get back into. Wish someone would have ported one the graphics mods, though, it's still looking a little unimpressive (the explosions, especially)
Next Q2E has volumetric explosion particles and ember, so they should look a little nicer than Quake 3 style boxes, which were Berserks choice :p
o'dium
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Post by o'dium »

I mean, a couple of things are WIP but the BFG ball effect (not particles surrounding it, those haven't even begun work yet) is done.

[lvlshot]http://www.quake2evolved.com/odium/q2e_bfg_temp.jpg[/lvlshot]
Don Carlos
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Post by Don Carlos »

Thats looking VERY nice man :D
When can i get my hands on a build?
A lastest one as it were :D
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o'dium
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Post by o'dium »

Theres a dev build out now that doesn't have any new SE just has per pixel lighting for us developers who are working on relighting old maps and new.

The source code is always available for it too, mostly for a few devs who are ripping the engine for full games.
Don Carlos
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Post by Don Carlos »

well i just downloaded Q2E 0.40 so im gonna see how that goes :D
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o'dium
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Post by o'dium »

0.40 is OLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLD and buggy for ATI users lol :p

Since then we have added:

Doom 3 material system
Per Pixel Lighting
Advanced Fragment and Vertext Programs
and shit loads of other frame work and tweaks...

I cant stress this enough, IGNORE THE SHITTY 0.40 :p
Don Carlos
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Post by Don Carlos »

Do i just dump it in the quake2 folder?
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o'dium
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Post by o'dium »

Yeah, then launch q2e.exe
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MKJ
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Post by MKJ »

take it off the site then
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Don Carlos
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Post by Don Carlos »

o'dium wrote:0.40 is OLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLD and buggy for ATI users lol :p

Since then we have added:

Doom 3 material system
Per Pixel Lighting
Advanced Fragment and Vertext Programs
and shit loads of other frame work and tweaks...

I cant stress this enough, IGNORE THE SHITTY 0.40 :p
update the fuck then >:E
Where were you when the West was defeated?
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