Tenebrae Quake
viperstyx writes "Ah, the days of running around in bland 3d environments and fragging your best friends surrounded by a plethora of sprites and simple textures. What if we could go back to those days, except with per-pixel shading and transparent water? Well now, thanks to Tenabrae Quake you can. This small [just over 3mb] mod to the original quake engine allows users to play Quake while taking advantage of new technology like per-pixel shading. Its beautiful and definitely worth any old skool gamer's time =]"
Seems that this site is already slashdotted, if anyone has a mirror location please post it under here.
Thanks in advance.
Sheesh.. well I managed to download the compiled binaries in a 3.16MB zip file but the site is already struggling.
"Hey! Unless this is a nude love-in, get the hell off my property!!"
I don't understand this 0.003 bit patch. m == 10^-3 and b == bit, right?
http://216.239.51.100/search?q=cache:uauPOD4eZTsC: users.pandora.be/hollemeersch/blackrose/tenebrae/+ Tenebrae+Quake&hl=en&ie=UTF-8
For one who started with Quake ... this is a
feel good mod to play it with all the bells and whistles on
Quidquid latine dictum sit, altum videtur
How many people still play this game? Egg Troll doesn't mean to imply that its time for them to move on or anything. On the contrary, Egg Troll has moved on to other games but still has fond memories of Quake 1.
C - A language that combines the speed of assembly with the ease of use of assembly.
Well I'll shoot her with my railgun when she comes
Yes I'll shoot her with my railgun when she comes
Yes I'll shoot her with my railgun, oh I'll shoot her with my railgun
Yes I'll shoot her with my railgun when she comes, when she comes
-- Bender
I suffer from attention surplus disorder.
I can only hope that someone will take the lessons learned from this and possibly re-vamp the old doom, maybe doom II would be eaiser, but doom would be oh-so-cool if someone were to add in modern features and graphics, but allow the gameplay for the most part to remain the same... Or, maybe I'm just nuts....
Stuff like per-pixel shading and transparent water effects won't change the gameplay one bit. Quake will still be Quake, only instead of being able to play on your old P100, you now need a much more powerful machine and graphics accelerator. Games don't improve because the graphics are updated - in fact, part of the appeal of games like Quake is that we can look back at the game and marvel at what they could do with what they had at the time. It's a sad state of affairs when a fantastic game that still looks great today has to have its graphics improved to sate the appetites of those with a sweet tooth for eye candy.
What have i seen last couple of days on slashdot: A story about getting back to the old internet with BBS systems, Time travelling, and now this. Someone trying to make a point that the past is better than now???
Q: I'm using an ATI [something] and Tenebrae does [something bad].
A: ATI support was kind of nonexistent in the first version this should be fixed now, if you have problems (besides being slow) with an ATI card please let me know.
If you have success with an ATI card please let me now it also!
he obviously did not expect to be on slashdot.
--
making up good sigs is a hard thing to do.
just wondering.
Unreal Tournament could use some sweet pixel shading.
A mirror of the screen shots is at http://www.codewhore.org/tbq.
I must really be starved for attention to do this.
...is here
Yes, back in the day...
Back in the day, we had to walk 20 miles in the snow to get to the town's graphics processor... (it was an ATI Rage, and we hailed it as the greatest thing ever...), then we had to take the pixel that it gave us and walk all the way another 20 miles to get to the town shader... he'd shade each and every pixel by hand... once we finally got our pixel, we'd have to walk the 20 miles back home again to put out pixel right in the memory, with our DIP switches.... And don't you forget it Michael, it wasn't frames per minute, you'd be lucky if you could get 1 frame per hou-- whatzat sonny??
****LART**** </VOICE>
Thanks. Needed that.
Any one managed to get a linux build of this to work, and/or are there plans for one on the main site?
I just downloaded the source, and this patch, a few hours before the slashdotting (woo), but it looks like id's quake source is trying to use Mesalib version *2* (we're up to 4.0.3 now), and is still full of stuff for those damn non-standard 3dfx cards.
Has anyone updated the quake 1 source for all of today's libraries? I'd really like DGA mouse (I can't stand playing FPS games under X w/o DGA mouse). Then perhaps this patch would work under linux too (the readme says it's written for win32 but differences *should* be minimal)
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grep "xercist"
Was the scare factor.
I LOVED the single player aspect of quake.
When the demo was first released, a friend and I got together and played through it co-op.
Nothing like turning a corner just to find some big ass bad guy... with me screaming... dying.. and shouting "OMG! Dont go around that corner!" (I am talking about first running into a shambler btw... hehe)
A big part of what gave this effect was the atmosphere combined with the fact that, at the time... neither of us where very good at playing this type of game.
The new lighting and whatnot (from what I've seen in the screenies...) it looks like this type of atmosphere has been enhanced greatly.
The only real problem is the fact that... after playing through the game so many times, and many years of FPS action, I am quite good at not dying. Yes this is a PROBLEM. LOL... I don't want to get through the entire game on nightmare and only die once...
This is one of the reasons why I really look forward to Doom III. It looks like the atmosphere and hopefully decently hard badguys will provide a decent thrill factor.
In this kind of game, I want to come around some corner and literally jump out of my seat.
The only game I've played lately that has done that for me was Return to Castle Wolfenstein. And only then, it was a few key moments. Like one part where you come through a hallway with a door at the end... and a window to the left just before the door... you can't really SEE through the window yet... but as you walk up a body flys at the window... now that scared the crap out of me! LOL roommate says, "Why did you just scream like a girl?". hehehehe.
Luke
just on first glance of the split pixel quadlinear jiff texel shading it's obviously a phayke. ANYone who has played with overstencil flakmapping with octo-pipelines KNOWS this - it's SO obvious. The reflective overdraw and bi-naval pexel trimming in bump radiosity is just icing on the cake sherlock... Plus if you just disassemble the images with VisualDisASM you can CLEARLY see the OBVIOUS rip off from DOOM3QUAKE
VDADump v1.3b
TenebraeQuake : Scene f3, Frame 738
movl -4(%ebp),%eax
movl %eax,-8(%ebp)
testl %eax,%eax
je L5
movl $1,-16(%ebp)
align 4
VDADump v1.3b
DOOM3QUAKE : Scene f3, Frame 738
movl -4(%ebp),%eax
movl %eax,-8(%ebp)
testl %eax,%eax
je L5
movl $1,-16(%ebp)
align 4
These guys are RIPOFF ARTISTS.... duhhh doyyy.... will someone pleeze call RMS on line 1 reel fast.
Now even Quake1 runs bad on my Voodoo3!
I'm sure it's only because of the stencil shadows and per pixel lights. Nothing to do with /., nosiree...
I'd studied your cartoons, radio, music, TV, movies, magazines
Richard said, "Withdrawal in disgust is not the same as apathy"
A smile like the cartoon, tooth for a tooth
You said that irony was the shackles of youth
You wore a shirt of violent green
I never understood the frequency
The original quake had transparent water.. well, if you run a special VIS-pass over the maps and used glquake (or had the power to run a special executable which did it on the fly -- I think -- I never did that though). I played it that way all the time, and it was much fun.
Sprites? Didn't Carmack say he only used three sprites in quake? Or was that quake 2.. no, I think it's the original quake that only had three or so sprites (waterbubbles and something and another).. ah.. I found it on google.
As for the doom-engine games, there's already DooM Legacy which features TCP/IP network play and split-screen two-player mode on one computer, and more.
Belief is the currency of delusion.
I can't seem to be able to download any of the vispatches(for transparent water) from any of the supplied links on the page. Anyone who knows where to get them?
:)
Without the vis-patches, I get a really interesting and bright effect, but it's definitivly not water.
P100?
Damn, that is at least a few years ahead from now...
I think we all knew that you meant Pentium 100 Mhz though (my first quake machine)
Get your Unix fortune now!
Yes but the screenshots look like Doom3!!!!
With less polygons.
To me SS is doom with perty gxf. The game play is the same ie:where the F#$% did all those mosters come from? Boom bOOm BOOM!!!
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"we live in a post-ideological world..." - Billy Bragg.
I seem to remember slashdot being better in the past... Ah, the days of no moderation and the glorious meeept...
A witty saying proves you are wittier than the next guy.
Lets talk about Jon Carmack. Jon is the legendary programmer of such classic PC games as Wolfenstein, Doom, Duke nukem 3d, Quake 1, 2, and 3, unreal, and the upcoming doom3. Jon has single handedly created the genre known as the first-person-shooter. He has also popularized the Direct3d 3d format over Microsoft's competing Opengl format, as well as caused public interest in 3d cards when he first released accelerated quake for the s3 virge chipset. Jon carmack has redefined gaming on PC's.
Now stop for a moment and think... What would have happened if Albert Einstein had worked creating amazing pinball games instead of creating the theory of relativity? Humanity would suffer! Jon carmack is unfortunately doing JUST THIS, using his gifts at computer coding to create games instead of furthering the knowledge of humanity. Carmack could have been working for NASA or the US military, but instead he simply sits around coding violent computer games.
Is this a waste of a special and rare talent? Sadly, the answer is yes.
Unfortunately, it doesn't stop there. Not only is Jon carmack not contributing to society, he is causing it's downfall. What was the main reason for the mass murder of dozens of people in columbine? Doom. It's always the same story... Troubled youth plays doom or quake, he arms himself to the teeth, he kills his classmates. This has happened hundreds of times in the US alone. Carmack is not only wasting his talents and intelligence; he is single-handedly causing the deaths of many young men and women. How does he sleep at night?
Carmack is a classic example of a very talented and intelligent human being that is bent on total world destruction. Incredibly, he has made millions of dollars getting people hooked on psychotic games where they compete on the internet to see who can dismember the most people. I believe there is something morally wrong when millions of people have computerized murder fantasies, and we have Jon Carmack to thank. Carmack has used his superior intellect to create mayhem in society. Many people play games such as quake so much that their minds are permanently warped. A cousin of mine has been in therapy for 6 months after he lost a 'death match' and became catatonic.
It is unfortunate that most people do not realize how much this man has damaged all the things we have worked hard for in America. Jon has wasted his intelligence, caused the deaths of innocent children, and warped this country forever. To top it off, he got rich in the process and is revered by millions of computer users worldwide. Perhaps one day the US government will see the light and confine Jon Carmack somewhere with no computers so he can no longer use his intelligence to wreak havoc on society.
as with most screenshots, they look fantastic as little thumbnails, and then as they are larger, they look blocky and pixelated - as is what is to be expected.
I'm gonna start just sitting further away from my computer - that will make it always look snazzy
There are some odd things afoot now, in the Villa Straylight.
Quake is still alive, and there are even tournaments still going on. Personally, I still play ctf, which can be downloaded here: ftp.clan-rum.org and i play on crctf.jurassic.net:26125 or ca.mtown.com (type port 26125;connect crctf.jurassic.net in the console to connect). clan arena is still going strong too. For more information, go to #clan_hdz on ny.enterthegame.com and ask around. still loads of fun, and none of the lag of the good ol days(assuming you've switched to broadband).
My k7 1.2ghz and a gf2 can crunch the data, but it's not running very fast.... maybe 20 fps. The docs said something about Nvidia cards needing to run it in 32bpp. I couldn't be bothered to check, though I didn't notice any graininess.
My first thought on how to go even farther with this is to procedurally refine the textures. Obviously, the artist's intentions would go a long way to production quality, but they wouldn't beat content designed for this. The question is, is it better than the original content?
If the programmer's intent is to make quake look cooler, and not to just flex his coding muscles, it would be fun if he ran 50 or so quake demos from the net, and figured out the most heavily shot parts of the levels, and put damage decals and what not in them when they load, to give them a worn look. After all, more people have died in dm3 since 1996 than in both world wars combined. :)
in addition to Per-pixel-lighting, there are stencil shadows and bumpmapping. massive detail..
be warned - though the features are good, the original ID maps are not ment to be played with this. they all look waaay to dark because of the stencil shadows and PPL taking the light away from where it was meant to be.
This is why I love the Id games, they give ppl new ideas years after they have come out.... I'd love to see UT given this same treatment or even doom ;)
Ubuntu- Linux for human beings.
The site seems to have a lots of pictures, even though the textures are a bit blocky and they could stand some anti-alliasing. But what I would really like are some before and after shots so I could see (before I download, read everything and install) just what the visual difference is. Am I the only one who finds it odd that this seems lacking?
I'm an American. I love this country and the freedoms that we used to have.
I have just spent 200 Euros to buy a video card that will run today's games. It has more memory than my mainboard and the processor is nearly as fast ( and it cost more than my mainboard is worth, I suspect ).
So, how much better are these new games, now I have all this X hundred MHz rendering-Anti-pipeline-fx-rendering bollocks ?
Nix, nul, niente, zero, no difference.
There are more pixels on my screen and the mist is rendered better. Oo oo.
Games manufacturers need to cut their ties to video and sound card manufacturers and produce better games, not games that REQUIRE the latest tech, while adding NOTHING in gameplay.
The final sprite was the flame in torches and such. So, water bubbles, explosions, and fires. Absolutely everything else was polygonal.
Well, do you remember a few weeks ago when there was an Ask SlashDot about how to break big earth shattering news to the world?
What SlashDot was trying to steel you for is that CmdrTaco & CowBoyNeal found a way to travel thru time!
Imagine that! They'll go back to 1987 and start the SlashDot BBS!
Way to go submitter! You picked up on the per-pixel lighting enhancement (one of two things new in this mod), but got blinded by the vis-patched water that has been around since 1997 or so. The other important enhancement here is the stencil-buffered shadows (yeah, yeah, glquake had shadows, if you enabled them, but they were pathetic things. these shadows are nice). The point is that these two things (stencil-buffered shadows and per-pixel lighting) are two of the major enhancements coming in the Doom3 engine, and yet somebody was able to hack the old Quake1 engine to do them just as well. Sure, the visual quality isn't the same, thanks to limitations of the engine (old technology, simply can't push as many triangles as the newer engines, even if you do throw hardware at it), but that's mostly from a lack of triangles in models and scenes.
As for those who say this is a waste of time because it doesn't enhance gameplay, all I can say is "play it". The changed lighting adds new depth to the game. Okay, so it's not a huge change. So what? This is mostly a technology demo than anything else. I don't understand how some people can get off on stupid things like putting a switch into a teddy bear (how useless is that?), yet they can't understand why someone would modify an old engine to do per-pixel lighting and stencil-buffered shadows.
try sdlquake. A version of quake1 that uses SDL.
-metric
And that will be the source of innovations which the government will happily attribute to "alien technology rumors". And then, when the real /. is scheduled to appear on the internet, Rob Malda learns about the /, BBS and it's proprietor, Rob Malda. Much confusion ensues. The 2 /.s operate simultaneously for awhile, one providing News For Nerds, Stuff that Matters, the other providing priceless alien technology. then the two meet during a Linux convention and the spacetime unravels like grandmas knitting project wrapped around a turbine of the space shuttle.
ok, COMPLETELY OFFTOPIC! But I need to know this...is there a way to play quake with mouse for looking, and keys for strafing? Like every modern 3d shooter can (and often does) ? Never been able to get it right..
It's Olsen, fucktard.
At least have the decency to link to the Olsen Twins Countdown
My cpu is a nueral net process.... errr its a p4 1.5 and i get about 5 fps on the default settings. (640x400x32) Now, I thought that the 8500 had big fat pipelines and such? WATSA DEEEEEAAAL? Any Geforce3 or 4 users try this yet? I keep wondering to myself if ATI gets thier benchmarks by skipping important steps.
VERY cool, goto the quit screen with the credits, and hit D. If you shoot the well of wishes sign in the nightmare hallway it tells you this.
You're the economist, you tell me :)
Doom modem deathmatches with a friend in the same area code. That is "old skool".
No, Quake marks the beginning of the "new school"... when single-player totally fell by the wayside, and the boring, sparse level design and turd-colored texture motif not only permeated Quake, but everything that followed.
On the bright side, Quake got me off the PC and playing console games again, something I hadn't done since the SNES' heyday.
Beaver: Gee Wally, it sure would be swell if there was a Mac OS X version of this Quake mod.
Wally: Well Beave, maybe you should ask one of geek friends over at Slashdot if they can port it over to Mac OS X for the Macintosh community, maybe even suggest to the author to post the source code.
Mom: Oh Boys, don't be silly, now run along and do your homework.
Wally and Beaver: But mom...
Ward: Boys! You heard your mother! Now do your damn homework!
Holograms, remotely detinating pipe bombs. Death match was fun, toss out a bunch of pipe bombs in front for video camera, run to the control room and watch the TV, when you see your mark running into the room and start picking up the pipe bombs, you press the detinator button... ;-)
M0571y H@rml355.
Haven't I read this exact post in response to 2-3 other fps articles here on /.?
I apologize if I am mistaken, but this seems hauntingly familiar.
You can't judge a book by the way it wears its hair.
Its beautiful and definitely worth any old skool gamer's time =]"
/old man voice
Quake is old school? Jebus, I must belong in a nursing home if anybody considers that old.
I am BelDion's
Wow...if you haven't downloaded it, its worth it, even if it IS nothing more than a new coat of paint.
Here's some screens:
screen 1 - Look how pathetic the smoke particles look next to the DOOM 3 style per-pixel lighting.
screen 2 - The stencil shadowing looks VERY nice, and while you're at it, count how many brushes make up that arch!
I loved it, makes the game much more atmospheric. Don't forget to type "map zoo" in the console to see the demo level showing off all the features of the lighting.
I feel old. Real old. In the thumbnails, it looks awesome, but when you click on the full-sizers, the blocky, ugly models and textures pop out at you. It'd rule if someone would redo all the quake 1 baddies in a high-poly mode and then do a bunch of bumpmapped textures.
Now if you'll excuse me I have to go hang up my 28.8 modem and retire. Damn kids and your dsl and your usb and your optical mice.
Where can Egg Troll find a Quake client? Egg Troll knows the source code is available, but we'd rather not have to compile it.
C - A language that combines the speed of assembly with the ease of use of assembly.
So wait, now you're telling me that Quake 1 is the latest standard in graphics?!
nice mirror here thanks to www.shacknews.com. You will need to register for an account to download though.
"Ah, the days of running around in bland 3d environments and fragging your best friends surrounded by a plethora of sprites and simple textures."
Weren't the only things that were sprites the explosions and particles? I wouldn't think that could be considered a "plethora".
Someone was working on GLDuke (screenshots from some random site), but I have no idea what's up with the project anymore. Last I heard, it was scrapped. The Official site yields a 404.
:)
I did find an alternate site with the last binaries and source that the guy did. If anyone wants to pick up the project, I'm sure you'd get lots of love.
Just think, the same project could be applied towards GLBlood, GLShadowWarrior, uh..*shudder* GLTekWar, and a few others. Heh. GLPaintBrawl.
Seriously though, I hope someone does something good with this stuff.
A few days ago a couple of friends and I decided to do the deathmatch thing over at my place. Since I've got about 5 computers capable of running UT, Quake III Arena and GTAIII (okay it's not multiplayer but it's fun to play while an argument over which game to play takes place), usually no one needs to bring their own computer. My network server basically reflects the digital pack-rat that I am, and still contains mountable ISOs of Duke 3D, Desent II, Forsaken, Moto Racer, the entire Command and Conquer series, and quite a few other "old school" titles.
So we were having the usual argument about what game to play "Worms Armageddon? Nah, it crashes too much. Quake III Arena... Boring! Unreal... Maybe later. The Sims needs a deathmatch mode! (friend makes crack about selecting bitchslap from a pie menu)" and sure enough, the original Descent was brought up. "Hey, we haven't played Descent in forever." So, for the hell of it, I tried running Descent on one of my "modern" computers. Yuck. The music was messed up, and while the oldschool 320x200 graphics weren't immediately vomit-inducing, the RAPID bouncing up and down was! The effect originally intended to make it look like you were floating, on an Athlon XP2000 now looks like you're in an EARTHQUAKE.
I'd love to see the graphical glitches in oldschool games like Descent fixed. Hell, if Duke Nukem 3D could be improved, that'd be great too. Not like Duke Nukem (Taking) Forever is ever going to be released...
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Siggy, siggy, siggy, can't you see? Sometimes your puns just irritate me.
For RenderFrame = StartPixel to EndPixel
IsBenchmark = BenchMarkSniffer(TheData)
If IsBenchMark = True Then Call LieAboutPerformence()
If Not Ucase$(Game$) = "QUAKE" Then
RenderedCrap = AccurateRenderer(TheData)
AlmostReady = MakePrettyColors(RenderedCrap)
DoneRendering = AntiAliasingThingie(AlmostReady)
End If
If Ucase$(Game$) = "QUAKE" Then DoneRendering = FastInaccurateRenderer(TheData)
Call PutDisplay(DoneRendering)
Next RenderFrame
Yep, I can't say I've recalled any game that scared the crap out of me quite as badly as Quake did that night I was playing the shareware version, lights low and amp cranked. Just got to the end of the level and there was nifty pressure plate in a stone courtyard with two big blocks next to it. Yes, we all knew something was going to happen when you stepped on it... (step)click(/step), spin around look and look for the monster. No Monster, but the blocks were floating... Hey, they're going to the indentures in the gate. Maybe that's the way out... click! RwRRRROOOOoooRRRW!!! "Eeeeeek" *munch, munch, munch*...
The sequels just haven't done the original justice.
You need a FREE iPod Nano
Not the site, but the files anyway...
http://www.fileshack.com/file.x?fid=912
Search first, ask questions later.
This small [just over 3mb] mod to the original quake engine . . .
And to think I used to worry about how to squeeze an extra 1024 bytes onto my games floppy. Wow.
I hope somebody releases a MacOS X version soon...
Suposedly, OS X suports OpenGL very Good, so it shouldn't be much trouble to port it to somebody with a litle knolowge of the MacOS X API's
Not so. Thanks to pixel shaders, things like real-time shadows are now possible (and I'm not talking about those lame stencil ones).
Check Deus Ex 2 or Thief III for games whose gameplay will be seriously improved thanks to graphical features.
But you're right when it comes to all the mindless dumb shooters like the Quake series.
GL Quake always had shadows, dynamic lights, and transparent water. (For the latter, you needed to patch your .pak files to add VIS data... head here to get VIS stuff.)
Though I haven't tried it out, Tenebrae appears to be less remarkable than what I've been playing recently, TeleJano. This one adds all sorts of neat effects - shaders for explosions and lightning, more advanced particle effects, rocket trails and smoke, new textures, rippling water, and volumetric fog (currently seems buggy). Some of the visuals approach Quake III quality!
Karma: Chameleon (mostly affected when you come and go, you come and go)
fileshack is now hosting the mod, they are much much faster, i would recommend using them. link somewhere on the shacknews.com page. im pretty sure its just fileshack.com though
Some people (including myself) think that anything more recent than Quake Classic just... Doesn't compare.
The original Team Fortress was by far the best (Especially the Canal Zone capture and hold map - Now THAT was fun to play! No one else has come up with a C&H map for more recent TFs that was anywhere close to CZ in complexity, size, and joy of gameplay.
Let's not forget that Quake3 could use its sounds revamped up to classic Quake standards. Rocket explosions have just been plain wussy since classic Quake.
And Threewave CTF was by far the most fun CTF I've ever played - 3W for Quake 3 is close, but as of yet no mapper has yet to create a map like McKinley Base where the advanced sizzlefry (LG suiciding on the enemy flag carrier in the water) could be put to such good use. And classic 3W maps meant you HAD to learn the grapple to get the best mobility - Not like most other CTF mods where you've got a grapple on a map that's entirely playable without it, so it's just a way of moving faster, not of getting to new areas.
Too bad the source release fragmented the classic Quake scene, finally killing a game that was lasting a LONG time even in the face of Quake 2 and (to some degree) Q3.
retrorocket.o not found, launch anyway?
Quake isn't old school
add code to tessilate the models so they don't look so blocky, and redraw/retouch the textures up to 32bit, 8bit textures on a 32bit display just doesn't cut it anymore.
Do "timedemo demo1"
First you get the standard demo1.
Then you get the "grenade demo" - only mildly neat, until he starts shooting grenades at the ceiling in the E1M1 rocket launcher room. (Well, RL in deathmatch, nailgun otherwise) - REALLY cool.
retrorocket.o not found, launch anyway?
Comment removed based on user account deletion
Comment removed based on user account deletion
Only two though... And they do NOT do justice to the capabilities of these hacks.
retrorocket.o not found, launch anyway?
It always frustrates me how much effort people will put into hacking things into the quake 1 engine, but afaik there is no mod for quake 3 to replicate the quake 1 gameplay. This would be the holy grail. I dont do any modding, anyone know how plausible this would be? Would it be possible to tweak the physics to get the same feel? If someone can do it, ill be more than happy to convert the old dm maps over. and e1m7, of course.
The shots do seem to show the key differences (remember the water issue is really a patch from someone else). The shadow differences are there, his hack does give shadowed areas where Quake had too much light. Don't expect a completely different game, but it's a nice improvement. The two comparison's don't show the player's shadow, but some of the other shots he gives do.
I'm an American. I love this country and the freedoms that we used to have.
If he includes support for TGA or PNG textures (like in the Telejano engine), the quality will be AMAZING...
retrorocket.o not found, launch anyway?
Now my machine isn't fast enough to run Quake. Need to shoot myself.
Quakeforge has some cool effects too: colored lighting, nicer particle effects, rippled water, etc. I'd suggest checking it out. http://quakeforge.net
:P not to mention the wolfenstein opengl port(s).
There are also multiple OpenGL-based doom*/heretic/hexen engines, want 32-player UDP/IP play? what about looking up and down? they got it
After reading the documentation, it looks like this engine hack can't reach its fullest potential without some modifications to the actual content (maps, textures)
h ni cal/textures.htm has information on how to create texures including bumpmaps and gloss maps for Tenebrae. So if they are created, high-res textures CAN be used!
:(
http://studwww.rug.ac.be/~cholleme/tenebrae/tec
See http://www.geocities.com/q1textures/ for an example of textures that can be used as a starting point. These are high-res, but no bump/gloss maps (whereas Tenebrae comes with bump/gloss maps, but no improvements otherwise on the stock Q1 8-bit lowres textures.)
If you go to any map other than E1M1 you'll notice that the lighting just isn't as spectactular, nor are the textures - That's because the author only generated bumpmaps for the E1M1 textures and only tweaked the lighting for the E1M1 map.
Try taking one of the high-res texture packs from the above site and putting the TGAs in the tenebrae/override directory, and firing up dm2 or dm4.
You'll see that Tenebrae DOES support high-res texture packs. Unfortunately, dm2's lighting is CRAP under Tenebrae. (Note that the docs say elsewhere that Tenebrae only uses maps where the spawnflag for DM is off - This is probably it.)
I would love to see Tenebrae with high-res bumpmapped textures. I'm gonna try tweaking the lighting in the BSP this afternoon, but I don't have the ability to do the bumpmaps.
A merger of Tenebrae and Telejano would be cool too...
retrorocket.o not found, launch anyway?
I just tried out Tenebrae Quake and the only thing I'm sure now is that I can kiss goodbye any chances of having DOOM III run on my computer. Looks like I'll have to go out and buy a new video card.
Tenebrae is nice tought. The shadows are nice, even tought they are blocky, but that's normal since the models are blocky too. There seems to be a problem though with the enemies : they look like someone applied a bit too much of car wax on them...
Wiehoow, this is cool! And the guy who coded it is in my year at Uni.
I can't figure out how he does it: getting on slashdot AND getting high grades
Way to go Charles!
there isnt a quake1 mod for q3, correct, but q1 was ported to the half life engine which is really just a mixture of the q1 and q2 engines. it makes the game look really really good, you should check it out. sorry no link though
Probably the worst thing about the new engine is that the textures... suck.
z ip
.tgas got in tenebrae\override
The author took the original textures and added bumpmapping/glossmaps to them. An improvement, but still, the base textures are 8-bit low-res images.
Check out http://www.people.cornell.edu/pages/atd7/testmap.
testmap.bsp goes in tenebrae\maps, the
There are two bumpmaps - bump2 and bump1 - Copy thone or the other to mmetal1_2_bump.tga to switch between em'.
Yes, it is a gay looking texture. So sue me, it was a few minutes of work and is just a variant of the gimp.org basic patterns tutorial. BUT it is much higher resolution than the originals, and isn't degraded from close-up viewing. It also shows off the glossmapping capability (The greenish-blue is highest gloss, blue is mid-gloss, purple is lowest gloss, but blue is at a lower elevation in the bumpmap) One has noise added to the bumpmap for extra texture.
There's nothing stopping someone from using high-res textures/bumpmaps - The engine supports it, someone just has to make the content.
retrorocket.o not found, launch anyway?
How about if he created the theory of relativity and applied it to pinball design rather than nuclear bombs.
"Shoot for the wormhole!"
Thanks. And a Q2 engine too :D
-Woof woof woof!