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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Beta release of new STVOY:HM engine!
Thilo~rb
General Member
Since: Dec 23, 2006
Posts: 498
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Apr. 9, 2006 07:17 pm
Hello, I've posted alot of info about this project here, already.
Finally all I wanted to see in has been done and all quirks I could see and fix are fixed.

Windows build:
http://thilo.kickchat.com/efport-progress/bin/win32/

Linux builds 32 bit:
http://thilo.kickchat.com/efport-progress/bin/linux-i386/

Linux builds 64 bit:
http://thilo.kickchat.com/efport-progress/bin/linux-x86_64/

Installation instructions: just copy the executables to your eliteforce directory and start!

You can find more info here:
http://thilo.kickchat.com/efport-progress/README-EF.txt

Have fun!
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George W Carver~rb
General Member
Since: Dec 23, 2006
Posts: 12385
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Apr. 9, 2006 07:22 pm
Thank you.
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CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Apr. 9, 2006 07:47 pm
neat. any eta for light flares? (probably be better to commit them to ioq3 instead since it was one of q3a's original features from the tests)
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Thilo~rb
General Member
Since: Dec 23, 2006
Posts: 498
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Apr. 9, 2006 07:52 pm
Nope, sorry, I probably won't do these as I only wanted EF compatibility. Though if someone were to add it to the ioq3 codebase it would automatically be available for EliteForce as well.
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CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Apr. 9, 2006 08:13 pm
but vanilla ef does have flares, they're just off by default and they look really cool. :( some shots from the original engine:
http://www.planetgargoyle.com/crap/efflares.jpg
http://www.planetgargoyle.com/crap/efflares2.jpg

also i've noticed adding my hsien-ko bot ingame added foster instead, however doing it from the create match screen actually properly adds hsien-ko. wierd, dunno if that's really engine specific.
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George W Carver~rb
General Member
Since: Dec 23, 2006
Posts: 12385
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Apr. 10, 2006 05:16 am
I love the new engine mods. I've noticed a few things in create-a-match you lose parameters menu ie disintegration. I have installed  OpenALwEAX.exe, weapons fire sound for me was not consistent at first but got better the more I used it. I was playing Nexas station under create a match and I noticed something weird, you could see black lines outlining the sky box. For regular playing of maps (not create a match) is the keyboard key arrangement as you setup, create-a-match is the default keyboard key arrangment. I just play the map The Machine and it indeed looks very different and I have light flares on and dynamic lights on. Demos doesn't work. The mod list now includes the EF base folder and my EF1 download folder. Multi-player/seach for server is working again. The podium music sound very crackly.
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CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Apr. 10, 2006 10:02 am
the skybox black lines is actually a clamping bug that started appearing in later nvidia drivers however always affected Radeon cards running q3a. Quakesrc has a fix for it

somewhere
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Thilo~rb
General Member
Since: Dec 23, 2006
Posts: 498
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Apr. 10, 2006 11:17 am
Quote
I love the new engine mods


Thanks :)

Quote
I've noticed a few things in create-a-match you lose parameters menu ie disintegration


Yep, you're right! Didn't notice it, I dunno since when this appeared. Weird... it used to work I'm pretty sure.

Quote

I have installed  OpenALwEAX.exe, weapons fire sound for me was not consistent at first but got better the more I used it.


This may be a driver problem in openal or something else.
See:
http://svn.icculus.org/quake3/trunk/README?rev=667&view=auto

the README in this link describes a few new cvars you can set to control OpenAL. You can also try uninstalling OpenAL and see whether sound is better then.

Quote

Demos doesn't work.


Indeed they don't, this is on my fixlist.

Quote
Multi-player/seach for server is working again.


It works with the original too, it is just that when selecting Internet2 the gamespy master server is queried. that master server is defunct.

Quote

the skybox black lines is actually a clamping bug that started appearing in later nvidia drivers however always affected Radeon cards running q3a. Quakesrc has a fix for it


The ioq3 codebase has also fixed the problem - a few months ago. I remember the announcement on the mailing list. I am not sure why the bug still appears.

Thanks for the feedback!
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Thilo~rb
General Member
Since: Dec 23, 2006
Posts: 498
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Apr. 10, 2006 11:34 am
I found out news about the lighting stuff:

You may want to try changing  r_mapoverbrightbits and r_overbrightbits both to "1".
I think lighting looks more close to the original then.
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71M~rb
General Member
Since: Dec 23, 2006
Posts: 361
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Apr. 10, 2006 12:04 pm
Yeh, I worked that one out myself on the RPG-X forum hehe... :)

I'm still wondering what the point of those variables are... as far as I can see, I guess they're a way of adjusting the amount of contrast the lightmap has ingame... :s6:

Anyway, I heard mention of my favourite media FX in here... Lens Flares.  ^_^
I've been going through the Q3 codebase on these myself, and from the looks of them, they're already set up, ready to go, however I don't think there's anyway to actually turn them on ATM lol.

I'm guessing just entering in the right shader keywords into the shader parser _should_ work there...

In any case, I think the Q3 flares would kick the stuffing out of the vanilla EF flares, since they appear to take depth measurements into account, so they will actually fade out behind objects, instead of abruptly snapping on and off when an object passes in front of them like in EF. :)

-TiM
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