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|Author:||coroner [ Tue Feb 05, 2013 12:46 pm ]|
MWTC public alpha release information.
I will finish MWTC for release this weekend (10.02.) and will transfer the files to Diane's ftp. I guess Valentine's Day would be perfect for public release with the weekend ahead.
The alpha release will feature two maps. The MWTC remastered Cod4 map Backlot and the all new map Hangar that kept me busy last weekend and in the evenings. Hangar is based on my unfinished CQB Killhouse map.
MWTC will feature Bodycount, Demolition, and CTF. Custom maps with the naming convention mp_tc_ will be supported. The release will ship with all map sources for Backlot and Hangar, as reference for custom maps. Third party mappers are encouraged to share their map sources and assets and to stick to the folder structure and conventions if they intend to contribute to future versions.
Game mechanics will be adapted during the alpha phase and is currently inspired by Q3TC 045. Thus MWTC will neither be nor aim at porting TCE 1:1 to MW.
|Author:||coroner [ Wed Oct 23, 2013 6:31 am ]|
|Post subject:||Re: Coroner's Blog|
Did some testing of CQB with ET:L. Unfortunately ET:L can have severe performance drops for me. It is recognizable in full auto fire when the weapons firing seem to stutter, sounds pretty crappy. I first thought, damn, couldn't remember that ET was so bad. No wonder, this does not happen in stock ET.
Kind of a downer, I also I noticed that the looping sound in the UI is not seemless in ET:L anymore. I wonder whether it is any kind of issue they have introduced with the sound system.
So, what is the problem with stock ET exactly? Do we need ET:L, or can we just use an own modified ET? Or stock ET if on punkbuster disabled servers?
Just checked my own modified ET engine. Runs absolutely smooth even with max polys and such stuff increased. Too bad didn't plan to enter this engine business at all ...
Don't reply here. But any ideas are wellcome in a new thread.
|Author:||coroner [ Mon May 11, 2015 3:46 pm ]|
|Post subject:||Re: Coroner's Blog|
I'd like to share some information about activity that has been going on behind the curtain for some time now. There has been a gathering of some interested and long-term content developers from around here to form a team of freelancers. It has been their continued interest in toying around with TC that got me back on track again.
Well, together we follow the goal to bring back TC to life.
The first basic step will be a new release of CQB with some tweaks, a sample map (including map source) with all gametypes supported, and most importantly unlocked for customization. Furthermore, the new release will run "standalone" with the ET engine of your choice.
Regarding the engine ET:L seems to provide a solid base, however, I could also not prevent myself from touching the engine a bit and implemented blur, bloom, and screen based exposure measurement (for dynamic exposure, i.e. HDR or "eye" effect) in the ET engine. The code is based on an old version of OA's bloom implementation (which is based on Warsow/Darkplaces) and is now optimized for minimal framerate impact. Actually it is super fast. I hope ET:L will merge these features in their code base, without letting us wait for the new renderer (in comparison to ETXreals blur and bloom the current version is much faster anyhow).
Stay tuned for a new CQB release and more report about content updates in the future.
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