Skip to content

Latest commit

 

History

History
100 lines (73 loc) · 5.35 KB

README.md

File metadata and controls

100 lines (73 loc) · 5.35 KB

ETe

build * Discord server

This is a modern Wolfenstein: Enemy Territory engine aimed to be fast, secure and compatible with many existing ET mods and etmain. It is based on the Quake3e engine which itself is based on the last non-SDL source dump of ioquake3 with latest upstream fixes applied. Several common fixes from upstream ET:Legacy also are applied as needed for security.

Go to Releases section to download latest binaries for your platform or follow Build Instructions.

Notes: Skip the ete-etmain-mod-replacement-allplatform.zip unless you know what you are doing. You will want ete-docs.zip and ete-platform-name.zip when downloading prebuilt packages. 64-bit (x86_64) platforms are unstable currently with bugs that do not exist under 32-bit platforms.

This repository does not contain any game content, so in order to play you must copy the resulting binaries into your existing Wolfenstein: Enemy Territory installation

Key features:

  • optimized OpenGL renderer
  • optimized Vulkan renderer WIP, not ready for production use
  • raw mouse input support, enabled automatically instead of DirectInput(\in_mouse 1) if available
  • unlagged mouse events processing, can be reverted by setting \in_lagged 1
  • \in_minimize - hotkey for minimize/restore main window (win32-only, direct replacement for Q3Minimizer)
  • \video-pipe - to use external ffmpeg binary as an encoder for better quality and smaller output files
  • improved server-side DoS protection, much reduced memory usage
  • raised filesystem limits (up to 20,000 maps can be handled in a single directory), pure server limitation of 256 pk3s still exists for compatibility with 2.60b/etl clients.
  • reworked Zone memory allocator, no more out-of-memory errors
  • non-intrusive support for SDL2 backend (video,audio,input), selectable at compile time for *nix via CMake
  • tons of bug fixes and other improvements
  • basic Discord Rich Presence support (win32-only currently, linux support to follow when 64-bit support is ready)

Vulkan renderer

NOT YET READY FOR USE

CMAKE SUPPORT NOT YET AVAILABLE

Based on Quake-III-Arena-Kenny-Edition with many additions:

  • high-quality per-pixel dynamic lighting
  • very fast flares (\r_flares 1)
  • anisotropic filtering (\r_ext_texture_filter_anisotropic)
  • greatly reduced API overhead (call/dispatch ratio)
  • flexible vertex buffer memory management to allow loading huge maps
  • multiple command buffers to reduce processing bottlenecks
  • reversed depth buffer to eliminate z-fighting on big maps
  • merged lightmaps (atlases)
  • multitexturing optimizations
  • static world surfaces cached in VBO (\r_vbo 1)
  • useful debug markers for tools like RenderDoc
  • fixed framebuffer corruption on some Intel iGPUs
  • offscreen rendering, enabled with \r_fbo 1, all following requires it enabled:
  • screenMap texture rendering - to create realistic environment reflections
  • multisample anti-aliasing (\r_ext_multisample)
  • supersample anti-aliasing (\r_ext_supersample)
  • per-window gamma-correction which is important for screen-capture tools like OBS
  • you can minimize game window any time during \video|\video-pipe recording
  • high dynamic range render targets (\r_hdr 1) to avoid color banding
  • bloom post-processing effect
  • arbitrary resolution rendering
  • greyscale mode

In general, not counting offscreen rendering features you might expect from 10% to 200%+ FPS increase comparing to KE's original version

Highly recommended to use on modern systems

OpenGL renderer

Based on classic OpenGL renderers from idq3/sdet/ioquake3/cnq3/openarena, features:

  • OpenGL 1.1 compatible, uses features from newer versions whenever available
  • high-quality per-pixel dynamic lighting, can be triggered by \r_dlightMode cvar
  • merged lightmaps (atlases)
  • static world surfaces cached in VBO (\r_vbo 1)
  • all set of offscreen rendering features mentioned in Vulkan renderer, plus:
  • bloom reflection post-processing effect

Performance is usually greater or equal to other opengl1 renderers

OpenGL2 renderer

Original ioquake3 renderer, not available and unlikely to be ported

Missing ioquake3 features

  • OpenAL(-soft) support
  • VoIP support (probably never going to add since Discord etc)
  • Extra sound codecs like ogg and opus

Contacts

Discord channel: https://discordapp.com/invite/hsDQVby

Links