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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force General
General game questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Final release of new EliteForce engineLi
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 General
Posted: Saturday, Jun. 17, 2006 12:55 pm
Hello,

after a good three quarter year of development I'm proud to present the final release of my effort to make icculus.org's quake3 codebase EliteForce Holomatch capable.
This release has a great deal of bugs fixed, among them being critical ones, and basically brings Eliteforce up to speed with the latest developments in regard to the quake3 engine.
It also features improved sound capabilities through the use of OpenAL and can be ported to many platforms, too.

At the moment, there are builds available for two operating systems:

Windows 32 bit:
http://thilo.kickchat.com/efport-....n32.zip

Linux 32 bit:
http://thilo.kickchat.com/efport-....tar.bz2

Linux 64 bit:
http://thilo.kickchat.com/efport-....tar.bz2

Please also read the README included with the release:
http://thilo.kickchat.com/efport-progress/README-EF.txt
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Agent007~rb
General Member
Since: Dec 23, 2006
Posts: 27798
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force General
Posted: Saturday, Jun. 17, 2006 02:07 pm
Good work, but a question... What could we do with this?
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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 General
Posted: Saturday, Jun. 17, 2006 02:16 pm
Read the Readme :>
It's a replacement for the stvoyHM.exe and could also be used by modders to add better features to their mods.
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madmanfrommars~rb
General Member
Since: Dec 23, 2006
Posts: 8364
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force General
Posted: Saturday, Jun. 17, 2006 03:21 pm
The readme is confusing, what exactly does this do thats different from the regular holomatch?
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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 General
Posted: Saturday, Jun. 17, 2006 04:12 pm
You took so long with out a update in mod support to let us know what is going on, I thought you ran into a problem you couldn't overcome. But I am glad I was wrong.
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Wheezle~rb
General Member
Since: Dec 23, 2006
Posts: 3421
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force General
Posted: Sunday, Jun. 18, 2006 03:51 am
I think it's taken the original q3 exe and turned it into holomatch, allowing for expanded features?
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FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force General
Posted: Sunday, Jun. 18, 2006 10:34 am
very cool thilo!
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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 General
Posted: Sunday, Jun. 18, 2006 05:13 pm
I see you added/ changed the podium music, and openAL seems to sound better. :cool:
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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 General
Posted: Monday, Jun. 19, 2006 12:31 am
I haven't really changed anything in OpenAL sound stuff, probably some of the devs developing on ioquake3 did that.
All improvements that go into ioq3 automatically end up in my engine release as well, as currently, the port that I have done is completely based off the icculus.org quake3 code and can always be reintegrated with the original code via source code patches.
The source code patch changes about 4000 lines of code to make icculus.org/quake3 compatible with eliteforce.
Basically, all my work is contained in this one file:
http://thilo.kickchat.com/efport-....06.diff

Apart from that, I'm also a maintainer for ioquake3 right now with subversion write access so I'll surely fix bugs for general quake3 in the future as well.
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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 General
Posted: Monday, Jun. 19, 2006 05:58 pm
Hehe I still have to say, totally excellent work Thilo. ^_^

Hrmm... providing all the functionailty from the original Quake 3 EXE hasn't been disabled, this EXE should be a lot better than conventional EF.

The one thing I'm really happy with this thing is that the number of shaders that the engine can load has been increased substantially (In EF, the game would close after 1024 shaders were loaded.  In Q3 1.32, the limit was around 16000 ), which was causing me a lot of grief as I was coding RPG-X's new model system.  :p

In any case, it also means we technically have access to the EF source code too, even tho Activision refused to release the original EF source code. :)

-TiM
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