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Who wants to help with a new wolf ET client


BaDBoY

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I got my hads on the ET Legacy Source and updated the code and budled libraries to visual studio 2013 with .Net 4.5 Dependancies . I then ran code analysis on on the libraries and solution and compiled it flawlessly. It seems to run much smoother and track much better than anything i have ever used before. Better than the original and better than ET Legacy.

 I have some other goals I am working on and would like to know if anyone here would like to help.

 

 

         My goals include.

 

 

* Implimenting multicore compatability

* Updating the renderer

* Updating the texture Packs

* Writing a better default config

 

If anyone knows there way around visual studio and would like to join me in bringing wolf ET to present technology let me know

 

k04ioi.png

Edited by BaDBoY
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Welcome to FA Forums, I hope you can get this project at the end and enjoy what you do, we have a sub-forum named Coder's corner, you can post any future topics related to coding there, Im sure any staff or higher will move this topic also, so have fun and lets see what happen with your job.

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The ET Legacy project is constrained by things like licenses, and you also have to clear it with the whole team and go through a lengthy process before anything gets done. Not down to do that. When i do it all myself i can change whatever I want when i want. 

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I've moved the topic into Coder's Corner for you.

 

I find this idea interesting, and I'm willing to be a tester for you. I would ask that when you've progressed far enough into the project you take a look at making an updated client for Linux/Mac, as the W:ET has support for those platforms as well :)

 

Good luck with the project, and I hope you can find others willing to help with the programming side of things :)

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BadBoy @ If you want triumph in this life you need take that ego and throw it away, we need from everybody.

 

I'm trying hard to be your friend and that my friends accept you, so I need some work from your side, can we work together?

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Oh and to Heretic121, testers would be much appreciated. I think you will love how smooth my build runs, Ill have something for you in a few days.  When my initial goals are met I could compile on linux and OSX, however right now that is not a priority. Right now I am tweaking the geometry of the renderer to a new level. More polys and verts for the win, I think. Testing is under way.

 

Anybody running OSX or Linux should run ET legacy, that's the code base I started from.

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Ok so lets see if this is any faster, this is a new render engine powered by OpenGL ES. Below is a an explanation of what it is and what it is used for.

 

OpenGL® ES is a low-level, lightweight API for advanced embedded graphics using well-defined subset profiles of OpenGL. It provides a low-level applications programming interface (API) between software applications and hardware or software graphics engines.

This standard 3D graphics API for embedded systems makes it easy and affordable to offer a variety of advanced 3D graphics and games across all major mobile and embedded platforms. Since OpenGL ES (OpenGL for Embedded Systems) is based on OpenGL, no new technologies are needed. This ensures synergy with, and a migration path to and from desktop OpenGL -- the most widely adopted cross-platform graphics API.

Developer Advantages

  • Industry Standard and Royalty Free
    Anyone can download the OpenGL ES specification and implement and ship products based on OpenGL ES. With broad industry support, OpenGL ES is the only truly open, vendor-neutral, multi-platform embedded graphics standard. The standardized higher level of abstraction that it offers means developers can concentrate more on content and less on the minor code and platform details.
  • Small footprint & low power consumption
    The embedded space varies widely, ranging from 400Mhz PDAs with 64MB RAM to 50MHz mobile phones with 1 MB RAM. OpenGL ES is designed to accommodate these differences by requiring a minimum footprint with minimum data storage requirements, minimized instruction/data traffic, and is both integer and floating point friendly. For users this means smaller binaries to download that take up less storage on the device.
  • Seamless transition from software to hardware rendering
    Although the OpenGL ES specification defines a particular graphics processing pipeline, individual calls can be executed on dedicated hardware, run as software routines on the system CPU, or implemented as a combination of both dedicated hardware and software routines. This means that software developers can ship a conformant software 3D engine today, that lets applications and tools seamlessly transition over to using OpenGL ES hardware-acceleration in higher powered devices.
  • Extensible & Evolving
    OpenGL ES allows new hardware innovations to be accessible through the API via the OpenGL extension mechanism and for the API to be easily updated. As extensions become widely accepted, they are considered for inclusion into the core OpenGL ES standard. This process allows OpenGL ES to evolve in a controlled yet innovative manner.
  • Easy to use
    Based on OpenGL, OpenGL ES is well structured with an intuitive design and logical commands.
  • Well-documented
    Because OpenGL ES is based on OpenGL, there are numerous relevant books, and a great deal of relevant sample code, making information about OpenGL ES inexpensive and easy to find. With the introduction of OpenGL ES, a developer can now write basically the same code for cell phones to supercomputers.

Download:

 

http://www.mediafire.com/download/ydwu2zb53w70cdz/ETLegacy_OpenGLES_Renderer.zip

Edited by BaDBoY
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Hey Badboy, thanks for the effort to keep a great game going. Has anyone tried this? I have tried ET Legacy but ran into a few bugs that caused the game to keep crashing. I have an old rig but its running smooth again since I added some new ram. I was going to try legacy again sometime, may start with this.

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