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.
quake 3 running on the xbox
quake 3 running on the xbox
http://carcharius.xbox-scene.com/
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Don Carlos
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AmIdYfReAk
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AmIdYfReAk
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AmIdYfReAk
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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.AmIdYfReAk wrote:did they release the source or anythign for this?
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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Don Carlos
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Only got 733 mhz to play with young sirglossy 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...
Where were you when the West was defeated?
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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 processDon Carlos wrote:Only got 733 mhz to play with young sirglossy 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...
Next Q2E has volumetric explosion particles and ember, so they should look a little nicer than Quake 3 style boxes, which were Berserks choiceglossy wrote: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.AmIdYfReAk wrote:did they release the source or anythign for this?
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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Don Carlos
- Posts: 17515
- Joined: Thu Jan 01, 1970 12:00 am
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Don Carlos
- Posts: 17515
- Joined: Thu Jan 01, 1970 12:00 am
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Don Carlos
- Posts: 17515
- Joined: Thu Jan 01, 1970 12:00 am
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Don Carlos
- Posts: 17515
- Joined: Thu Jan 01, 1970 12:00 am
update the fuck theno'dium wrote:0.40 is OLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLD and buggy for ATI users lol
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
Where were you when the West was defeated?
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