I’ve worked on some Java multimedia projects and one very annoying Java problem (other than terrible audio support and floating input latency) is unless you have a very smart, highly-optimized JVM your game may occasionally pause or stutter as Java decides to take a time out and garbage collect.
just a question: will there be soon a new release of xreal available? I tried the branche from subversion, but i couldnt play the game, seems like any pk3 files are missing!?
If our team were to license the Q3TA source from ID (pay the 10k), and we were interested in including some of your features; Could we pay you for a license of your works (hopefully under the 10k Q3 Cost). This is a serious inquiry.
I own the copyright of my modifications and I can dual-license them if you pay the full license from id Software. This excludes the modifications merged from IOQuake3.
However the renderer modifications are up to 98% my copyright. The other few code snippets which were contributed by others can be removed easily.
You can contact me via e-mail or Skype for further information:
E-mail: robert dot beckebans at googlemail dot com
Skype: tr3b0r_7
Xreal has the best id3 tech graphics ever! Great work! Nice Features!
But what’s about this Shena Playermodel? (even Quake 1 animations looks better)
I thought Xreal supports IK (can’t see that, confused…)
So, will there ever be advanced physics via CUDA, Open CL or Physix? I’m no programmer, so I don’t know how hard it would be to implement Physix or something, but I think Xreal should really have Ragdolls etc.
(Nvidia PhysX is free, and YES, it does run on every modern Gfx-Card).
This engine is marvellous.I tried whatever id tech 2 and 3 flavour and many (Alien Arena, Nexuiz, Warsow, Open Arena,ecc) have great community and support.But this engine…has graphical frills and whistles that the others don’t have.It’s the only one…that can face a modern commercial first person shooter without disfiguring.Really great work.I wonder why it isn’t known very much
As long as Xreal doesn’t have advanced ragdolls, most artists will create models, maps and such for other games, but not for Xreal. The question is, why should we create time consuming stuff for Xreal when we cold do the same for Doom 3, UT3 or Crysis?
So what are the future plans? What features will come next? I can’t find a Xreal roadmap. It would be nice if some of the devs would clearify…
The nvidia physx engine (in cuda form) does NOT run on any graphics card. It will not run on ATI/AMD cards, and that is unlikely to change any time soon. You talk about using jbullet, but what’s wrong with the native C(++?) version of the bullet engine? http://bulletphysics.org/wordpress/
If you’re doing physics, do it natively, not in JVM land please.
You could wait for some opencl implementations to come out if you don’t think the cpu is up to the task, but for the rigid body stuff the cpu will probably be fine.
Wondered if the devs had given any thought to using a positional audio plugin for VoIP much like Mumble (which also uses Speex?) So many games forgo using the leverage found in a decent VoIP integration and the games/mods that result suck because everyone is doing their own thing (including cheating) with any of a myriad of other VoIP clients. I’m happy to see Xreal at least has VoIP but something as \bleeding edge\ as positional audio would take the cake IMHO!
Have you ever had a look at Aqsis Renderer. It’s written in c++ but the libraries can help developing the 3d experience. It’s based on RenderMan. Maybe the ideas can be useful for you.
Umm hey guys I have tried to check out the source from svn i gen an error about a directory not being under svn’s control.
The source doesnt compile with make and the readme says to run scons I find no scons anywhere in the XreaL directories
Can one build non-FPS-like games in XReal? e.g. an overhead shooter, or a side-scrolling beat-’em-up? I mean, is the scripting environment enough to make it happen, or would the engine require modification? How much freedom is there for making 2D overhead interfaces? Clicking objects with the mouse? (rather than using it as a camera movement method)
Can anyone please explain why this mod, being compiled from the Q3 engine, says it can load mods from Unreal Tournament 3, but not Quake 3 mods?
If I’m not mistaken, isn’t UT3 running on Direct x like all Unreal games.
If not, I still see no reason why we can’t import Quake 3 mods like True Combat or even stand alone mods like Smokin Guns or Padman over to this engine.
well.. check the licences
Hello,
I can’t download any map. Everything says “404 – Not Found”.
Are there any other mirrors?
I fixed the links.
> RE: Java Gaming.
I’ve worked on some Java multimedia projects and one very annoying Java problem (other than terrible audio support and floating input latency) is unless you have a very smart, highly-optimized JVM your game may occasionally pause or stutter as Java decides to take a time out and garbage collect.
Hello all,
just a question: will there be soon a new release of xreal available? I tried the branche from subversion, but i couldnt play the game, seems like any pk3 files are missing!?
If our team were to license the Q3TA source from ID (pay the 10k), and we were interested in including some of your features; Could we pay you for a license of your works (hopefully under the 10k Q3 Cost). This is a serious inquiry.
I own the copyright of my modifications and I can dual-license them if you pay the full license from id Software. This excludes the modifications merged from IOQuake3.
However the renderer modifications are up to 98% my copyright. The other few code snippets which were contributed by others can be removed easily.
You can contact me via e-mail or Skype for further information:
E-mail: robert dot beckebans at googlemail dot com
Skype: tr3b0r_7
Make Game like Wolfenstein ET full copy would be nice and fu*cing popular
Xreal has the best id3 tech graphics ever! Great work! Nice Features!
But what’s about this Shena Playermodel? (even Quake 1 animations looks better)
I thought Xreal supports IK (can’t see that, confused…)
So, will there ever be advanced physics via CUDA, Open CL or Physix? I’m no programmer, so I don’t know how hard it would be to implement Physix or something, but I think Xreal should really have Ragdolls etc.
(Nvidia PhysX is free, and YES, it does run on every modern Gfx-Card).
Anyways, Xreal rocks! Go On!
This engine is marvellous.I tried whatever id tech 2 and 3 flavour and many (Alien Arena, Nexuiz, Warsow, Open Arena,ecc) have great community and support.But this engine…has graphical frills and whistles that the others don’t have.It’s the only one…that can face a modern commercial first person shooter without disfiguring.Really great work.I wonder why it isn’t known very much
As long as Xreal doesn’t have advanced ragdolls, most artists will create models, maps and such for other games, but not for Xreal. The question is, why should we create time consuming stuff for Xreal when we cold do the same for Doom 3, UT3 or Crysis?
So what are the future plans? What features will come next? I can’t find a Xreal roadmap. It would be nice if some of the devs would clearify…
Again, the game looks really great. Good job!
Ok that takes me a while but I’ll get It. I compiled a project before. It looks really good so I gotta make sure that I figure it out.
Pablo, why don;t you use svn?
i’m wondering… does XreaL support looping music (ADX-like) and cutscenes?
Yeah. Please change the following: svn info to svn co https://xreal.svn.sourceforge.net/svnroot/xreal xreal
SourceForge says what you have above has been moved…but the address it gives also doesn’t work. This was found on http://sourceforge.net/projects/xreal/develop
Thanks!
I’d not use proprietary PhysX in Open-Source project.
The nvidia physx engine (in cuda form) does NOT run on any graphics card. It will not run on ATI/AMD cards, and that is unlikely to change any time soon. You talk about using jbullet, but what’s wrong with the native C(++?) version of the bullet engine? http://bulletphysics.org/wordpress/
If you’re doing physics, do it natively, not in JVM land please.
You could wait for some opencl implementations to come out if you don’t think the cpu is up to the task, but for the rigid body stuff the cpu will probably be fine.
I was wondering where you got the orange/grey development textures and if you can upload them?.
The animation for player models doesnt seem to work is there any solution for that?
Wondered if the devs had given any thought to using a positional audio plugin for VoIP much like Mumble (which also uses Speex?) So many games forgo using the leverage found in a decent VoIP integration and the games/mods that result suck because everyone is doing their own thing (including cheating) with any of a myriad of other VoIP clients. I’m happy to see Xreal at least has VoIP but something as \bleeding edge\ as positional audio would take the cake IMHO!
Latest SVN on Win XP pro. This map doesn’t show up in my map list!
wow you did some great work on this. thanks for sharing this.
I’m pretty sure that Alien Arena also uses VBO for some things as well. Still, really impressive work with this engine.
You think you need Bullet because of CCD. Anything else?
And do you have anything in mind about paralel programming. You know the users now have multiple core pc’s and they want to get the most of it.
[...] utiliser sur TCE) a savoir id Tech 3 offarnt des fonctionnalité plus riche . site Xreal http://xreal-project.net/?page_id=2 (en [...]
Have you ever had a look at Aqsis Renderer. It’s written in c++ but the libraries can help developing the 3d experience. It’s based on RenderMan. Maybe the ideas can be useful for you.
Have you ever tried grouping these features? I’d like to do some suggestions but I can never be sure if there’s a solution about that already.
[quote]If you get a group of C++ programmers then it is very likely that they don’t understand all code of their team mates[/quote]
As a C++ Programmer, I have to deny that
Anyway, great project. Very impressive.
Umm hey guys I have tried to check out the source from svn i gen an error about a directory not being under svn’s control.
The source doesnt compile with make and the readme says to run scons I find no scons anywhere in the XreaL directories
Can one build non-FPS-like games in XReal? e.g. an overhead shooter, or a side-scrolling beat-’em-up? I mean, is the scripting environment enough to make it happen, or would the engine require modification? How much freedom is there for making 2D overhead interfaces? Clicking objects with the mouse? (rather than using it as a camera movement method)
Just got the SVN build… hmmm, doesn’t seem to load the map.
Can anyone please explain why this mod, being compiled from the Q3 engine, says it can load mods from Unreal Tournament 3, but not Quake 3 mods?
If I’m not mistaken, isn’t UT3 running on Direct x like all Unreal games.
If not, I still see no reason why we can’t import Quake 3 mods like True Combat or even stand alone mods like Smokin Guns or Padman over to this engine.
Anyone?
Cheers.
I finally got the game up and running. Is it still under development? This is an amazing project and I would hate to see it stall.